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Published by razielous, 2022-12-22 15:19:42

D&D 5E - Ghost of Dragonspear Castle

Ghost of Dragonspear Castle

intact 9-inch rod oftransparent crystal that glows 14b. Blue Metal Pool
with a faint purple light. Anyone reaching into the
head when it’s on fire takes S (idlO) fire damage. The surface ofthis blue pooi is perfectly still and
highly reflective.
A detect maBic spell reveals that each crystal rod car-
ries a faint transmutation aura. Touching the altar of This 10-foot-deep pool contains no liquid. Rather, it
Ogrémoch (area 28) with the crystal rod disables the is covered with a sheet ofblue metal that resembles
altar’s trap, and the rod’s evil light keeps the creatures liquid from a distance. Characters who tap on the
in area 23 at bay. metal can tell it’s very thin, and that is conceals a
hollow cavity beneath. Characters listening at the
Pools: Individual pools are described in greater sheet hear nothing below.
detail below (see areas 14a-f). Each pool is 10 feet
deep, and liquid removed from a pool (regardless of its Characters can try to break through the sheet by
nature) instantly turns into normal water and is magi dealing damage to it. However, the sheet is immune to
cally replenished. all damage except bludgeoning, piercing, and slashing,
and attacks that deal less than 20 damage bounce off
14a. Bright Silver Pool without so much as a scuffmark. Ifthe sheet takes 20
or more points ofbludgeoning, piercing, or slashing
The pool in the northeast corner is filled with an damage from a single attack, the sheet breaks apart
opaque silver liquid that shimmers with unnatu like brittle ice and is sucked into a swirling vortex of
ral light. air that forms at the bottom ofthe pool. When the
sheet breaks apart, any creature atop the sheet or
This pool is 10 feet deep. A life-sized marble statue of next to the pooi must make a DC 15 Dexterity saving
a 6-foot-tall bearded human wizard wearing a pointy throw. Failed Save: The creature is sucked down into
hat stands atop a 2-foot-tall, cylindrical block of stone the vortex and takes 10 (3d6) bludgeoning damage
set into the middle ofpool’s base. The statue is a few from being knocked about and 10 (3d6) slashing
inches too short to break the pooi’s surface and hence damage from blue metal shrapnel.
cannot be seen. Clutched in the statue’s right hand is a
wooden staff(see “Treasure” below). The vortex lasts only a few seconds. The inside
walls ofthe pool are made ofsmooth stone blocks, and
The silver liquid thwarts divination magic, so that characters sucked into the empty pool can climb out
no spell can discern what’s in the pool. Characters unaided with a DC 15 Strength check.
armed with a pole or similar tool can poke and prod
the statue, but cannot ascertain its appearance (other Characters who search the bottom ofthe empty
than it appears to be made ofstone). A character pool can make a DC 20 Intelligence check. A suc
immersed in the liquid can grope blindly at the statue cessful check reveals a secret compartment hidden
to determine its general shape, as well as make a DC under several flagstones. Ifthe stones are pulled up,
20 Intelligence check to realize it’s a robed humanoid the contents ofthe compartment are revealed (see
clutching a wooden staff. “Treasure” below).

The staffcan be removed from the statue’s grip Treasure: The secret compartment in the bottom of
by pulling up on it while simultaneously twisting the pool contains a wooden casket, the lid ofwhich is
it counterclockwise, like a giant screw. (The staff carved and painted to resemble a gaunt, pale-skinned
is not perfectly smooth, which makes pulling it man wrapped in a black cloak. The figure looks to be
straight up impossible.) asleep, and close inspection reveals that he has fangs.

A character trying to break the wizard’s grip or Despite appearances, the casket contains nothing
tear the staffloose can make a DC 17 Strength check. threatening. Lifting the lid reveals the brittle skeletal
Ifthe check fails, the staffbreaks and is destroyed. If remains ofan alien-looking humanoid (a DC 20 Intel-
the check succeeds, the wizard’s hand breaks off at ligence check made by a character versed in forbidden
the wrist, but the statue remains intact. If either event lore confirms these are the bones ofa doppelganger)
happens, the silvery liquid transforms into a poisonous and a small, black wooden coffer (unlocked) contain-
green gas that fills the pooi. Any creature in the pool ing four potions ofhealing. Someone tampered with the
must make a DC 15 Constitution saving throw. Failed potions, such that anyone who drinks a potion suffers
Save: 22 (5d8) poison damage. Successful Save: Half an additional random effect that lasts for 1 hour. The
damage. The gas disperses quickly, leaving behind an random effect determined by rolling a d6 and con-
empty pool with a wizard statue in it. sulting the table below. A dispel magic spell cast on the
imbiber ends the additional effect.
Treasure: The wooden staffis a staffofcharming
(see page 217).

‘50

\\

d6 Additional Effect of Potion (duration 1 hour) has three built-in locks. Each lock can be picked with a
1 The imbiber is intoxicated (see page 165). successful DC 15 Dexterity check (made at disadvan
2 The imbiber exudes a carrion stench out to a range tage while the trunk is underwater). If all three locks
are picked, springs hidden inside the trunk cause the
of 50 feet. The imbiber cannot perceive the smell, lid to snap open.
but all living creatures within 10 feet ofthe imbiber
have disadvantage on their attack rolls. Treasure: The trunk is airtight and contains three
3 The imbiber is surrounded by a nimbus of flickering scrolls (dispel magic, divination, and spider climb) tied
light. The imbiber cannot hide or become invisible, together with ribbon on a bed ofSOO ep. Ifthe scrolls
and attacks made against it have advantage. are immersed in water, they are destroyed.
4 The imbiber’s skin becomes as tough and as coarse
as bark. The imbiber gains a +2 bonus to AC. 14e. Pool of Fools and Flame
5 The imbiber is resistant to bludgeoning, piercing,
and slashing damage. A syrupy golden liquid with a burnt odor fills this
6 The imbiber can breathe fire in a 15-foot cone as an pool, churning slowly. Swirling in this sunken vat is
action. Creatures in the area must make a DC 15 a black, oily substance.
This pool is 10 feet deep. When one or more creatures
Dexterity saving throw. Failed Save: 2d6 fire damage. move next to the pool, trails ofblack oil write the fol
lowing words (in Common) on its surface:
14c. Pool of Ordinary Water
fziess w&tt7easzire I contain
Clear water fills this 10-foot-deep pool, at the
bottom ofwhich is a plain wooden chest with Characters standing next to the pool can try to
iron handles. guess what treasure is hidden in it. The first two times
they guess wrong, the black oil spells out the words:
The wooden chest is locked and weighs 50 pounds.
The locked can be picked with thieves’ tools and a suc WrongJorçliess again
cessful DC 15 Dexterity check. A character trying to On the third incorrect answer, the eyes ofthe basalt
pick the lock while the chest is underwater has disad statue (see area 14 above) strafe the 20-foot-square
vantage on the check.
5j7EEEOZAE2877’
Creature: Ifthe wooden chest is removed from
the pooi, a water elemental (see page 232 for statis
tics) forms within the pool and attacks. Ifit is not
destroyed, the elemental returns to the Elemental
Plane ofWater after 1 hour. Only one elemental can
be summoned in this fashion. Ifthe contents of the
chest (see Treasure” below) are taken from the pooi
without removing the chest from the water, the ele
mental is not summoned.

Treasure: The wooden chest is airtight and con-
tains a suit of +1 leather armor and an ever-full wineskin.
Ifthe wineskin is emptied, it refills with tasty wine
after 1 hour.

14d. Pool of Boiling Water

Boiling water fills this 10-foot-deep pool, at the
bottom ofwhich rests a sturdy-looking iron trunk
with no handles or hinges.

The water in this pool is heated by magic and hot
enough to scald flesh. Any creature immersed in the
pool or that starts its turn in the boiling water takes 10
(3d6) fire damage. The boiling water has also made
the iron trunk hot to the touch; touching it with bare
flesh deals 1 fire damage.

Raising the iron trunk is difficult because there’s
little to grab on to, although determined players might
think ofsomething. The trunk weighs 100 pounds and

area around the pooi (but not the pool itself) with 15. Stone Remains
flaming rays. All creatures next to the pooi must make
a DC 15 Dexterity saving throw to avoid the rays. The north end ofthis 20-foot-wide, 60-foot-long
Failed Save: 14 (4d6) fire damage. hall has a half-raised wooden portcullis with iron
fittings and “teeth.” Beneath the portcullis is a
Characters standing next to the pool can keep 5 -foot gap.
guessing what’s in it, and every three wrong guesses
causes the statue to shoot rays offire as described The south end ofthe hail is strewn with rubble,
above. Smothering the fire inside the statue’s head and most ofthe southwest corner has fallen away,
or plugging up the eyeholes has no effect, as the fire forming a tunnel ofjagged stone that leads into
reignites within the statue and the rays incinerate darkness.
whatever gets in their way.
Standing in the middle ofthe hall are three life-
Any creature or object that comes into contact with sized minotaur statues. They surround a wooden
the liquid in this pool is instantly teleported into the cart, the contents ofwhich are hidden under a gray
adjacent pooi ofboiling water (area 14d). leather tarp. An alcove in the west wall contains a
6-foot-tall alabaster urn.
Ifa character asks the pool for a hint, the black oil
spells out the following riddle: A life-sized gorgon statue once stood atop a round
dais at the south end ofthe hall. When a group of
.J1n 6f minotaurs entered via the southwest tunnel and lifted
the portcullis, they triggered a trap that caused the
For 1ve £1’rne statue to belch forth a cloud ofpetrifying gas. Three
ofthe minotaurs were turned to stone instantly, and
East the survivors pulverized the statue to prevent the trap
from triggering again. Characters who search the
.5YePerJt’e south end ofthe hall find pieces ofthe statue, but a
DC 15 Intelligence check is required to discern the
The trade-offfor the hint is severe: From this point on, statue’s original form.
any wrong guess causes the statue to shoot rays of fire.
The minotaurs who weren’t turned to stone found a
The answer to the pool’s riddle is “gold.” When the wooden cart in area 20, moved it here, and are using it
correct answer is spoken, the golden liquid is flushed to store their loot (see “Treasure” below).
away through small holes in the pool’s base. The pool
takes 30 seconds to drain, after which the treasure Alabaster Urn: This urn is carved with images of
becomes visible (see below. The black oil streaks the dancing monkeys and elephant heads with protrud
sides ofthe pool, making them slippery and very diffi ing trunks. However, a large crack has formed in the
cult to climb without gear (DC 25 Strength check). back ofurn, diminishing its value as an art object. It
weighs close to 500 pounds and breaks in half when
Treasure: Scattered across the bottom ofthe pool moved or jostled.
are 1,500 gp.
Creatures: The three minotaurs in this hall are
14f. Elemental Admixture Pool harmless while petrified. Ifsomehow freed from their
petrified state, they attack (see page 251 for statistics).
A luminous and opaque blue liquid fills this pool,
the depth ofwhich cannot be discerned visually. Portcullis: The half-raised portcullis is stuck, but
a DC 18 Strength check dislodges it and causes it to
The pool is 10 feet deep and filled with a cold and slam down. Any creature under the portcullis when it
caustic elemental concoction. Any creature immersed falls must make a successful DC 11 Dexterity saving
in the pool or that starts its turn in the liquid takes 5 throw. Failed Save: 10 (3d6) piercing damage, and the
(idlO) acid damage and 5 (idlO) cold damage. creature falls prone and is immobilized and unable to
stand until the gate is lifted. Lifting the gate requires
Resting on the bottom ofthe pool is a 150-pound an action and a successful DC 18 Strength check.
stone chest with no handles and a snug lid that
requires a DC 15 Strength check (and an action) to Treasure: The wooden cart contains various art
remove. The chest is immune to the effects ofthe ele objects plundered from area 21, including a lantern
mental liquid and is airtight until its lid is removed. with crystal windows (worth 50 gp), an ebony chair
inlaid with gold leafpatterns (worth 100 gp), an easel
Treasure: The stone chest contains an asper8illum made ofpurplish wood with gold filigree (worth 125
gp), a ceremonialjade mask with vaguely crocodilian
features (worth 150 gp), and a walking cane capped by
a bat’s head with sparkling ruby eyes (worth 150 gp).

:N DUNGEON (AREAS 8 28)

16. Horns and Hooves Waves ofheat wash over you as you approach
this rough-hewn cave, west ofwhich is a glowing
The rough-hewn passage widens up ahead, form- alcove that puts out heat like a furnace. Driven
ing a dark cavity inside which you see two hulking, into the stone in front ofthe alcove are two 8-foot-
horned creatures. tall wooden posts with crossbeams connecting
them. Lashed to this crude spit is an upside-down
This is a straightforward combat encounter, but see dwarfstripped down to his skivvies. The dwarf is
also “Thord the Dwarf” below. alive but covered in sweat . . . or possibly grease,
it’s difficult to tell. He furrows his brow upon
Creatures: Two minotaurs (see page 251 for statis seeing you. “Quit admirin’ the view an’ cut me
tics) stand guard here, waiting for their kin (in area 22) down, ijits! I’m roastin’ alive!”
to return. They attack the party on sight. One round
later, a third minotaur from area 17 joins the fray. The roasting dwarfis Thord, one ofDarwa’s gang. The
minotaurs intend to cook and eat him. The minotaurs
Secret Door: The southern wall ofthis cave is tossed Thord’s gear into the fiery alcove, incinerating
made offitted stones, as opposed to rough-hewn stone, everything.
and set into one section ofthe wall is a secret door that
can be spotted with a DC 15 Intelligence check. The Alcove: The western alcove contains a very weak
secret door pushes open easily, revealing a damp cor portal to the Elemental Plane ofFire. The portal is one-
ridor beyond. way only but funnels a tremendous amount of heat.
The alcove is as hot as the inside ofa dwarven forge,
Stream: A shallow, swift-moving stream to the and the floor glows orange from the intense heat. Any
south connects areas 18, 20, and 24. A S-foot-wide creature that enters the alcove or ends its turn there
arching stone bridge spans the stream at one point. takes 17 (5d6) fire damage. A creature can take this
Any creature falling in the S-foot-deep stream is swept damage only once per round.
toward area 18 at a rate of 30 feet per round. Moving
against the current or climbing out ofthe water Creatures: A minotaur (see page 251 for statis
requires a DC 10 Strength check. tics) stands guard in this cave, making sure Thord
(use the shield dwarfstatistics on page 230 as needed)
Thord the Dwarf: Once combat isjoined, a gruff doesn’t slip free ofhis bonds or burn to a crisp before
voice from the north calls out to the party every round the minotaurs in area 22 return for dinner. As soon as
on initiative count 10 until the fight concludes. The combat erupts in area 16, the minotaurjoins the battle.
voice belongs to Thord the dwarf(see area 17). To
determine what he says on his turn each round, roll a Ifthe characters talk to Thord and/or untie him, see
d6 and consult the following table: “Thord ofthe Ironaxe Clan” below.

dG Thord’s Remark Thord of the Ironaxe Clan
1 “Arrgh! Get me offthis thing, dangfarnit!”
2 “You can cook me an’ eat me, but be damned if I’m Thord is a bald shield dwarfand a member ofthe Iro
naxe clan, the remnants ofwhich dwell in the ancient
gonna taste good!” tunnels and chambers under Mount Illefarn. Thord is
a typically proud dwarfwho speaks highly ofhis clan,
3 “You want gold? I got lots o’ gold!” even though the Ironaxes were conquered by orcs and
4 “Tu AKH pah VOS tuvosh!” (which means “Your later forced to mate with them (see page 75 for details).
He is especially proud ofhis son, Grit, whose mother is
father was a beardless coward!” in Orcish) a fierce orc named Tulug.
5 “Hey, what’s goin’ on out there?”
6 “Grit? Lump? Is that you?” Thord’s beard is braided into two beards (“because
the only thing better than one beard is two!”), his
17. Thord Roast mouth is full ofcrooked and rotten teeth, and his
breath smells like stirge dung.
This cave is brightly lit and very warm. The minotaur
inhabiting this cave joins the battle in area 16, leaving Thord was deprived ofhis armor or weapons and
this cave with only one occupant. is too weakened by the heat to free himselffrom his
bonds. Characters can set him free by loosening or
----- cutting the leather straps holding him to the wooden
spit, but they might want to question him first. Thord
is eager for release and spills his guts, hoping to garner
favor or pity by recounting his group’s recent exploits:

+ Telmak and Ulvar were killed by a wraith (in area
9e), but Grit (Thord’s son) managed to snatch a
magic short sword from the wraith’s casket.

--—- 53

DUNGEON (AREAS 8-28)

+ Darwa seemed to know roughly where she was Red Wizards arrived, certain dwarves have been
going. (Thord assumes she used her “witchcraft” to allowed to leave Ironaxe Halls on special missions,
locate the key.) usually under the Red Wizards’ close supervision.
(Such is the case with Thord.)
4 The team swam up an underground stream (start
ing in area 20) to a vault (area 24) inhabited by + King Korin Ironaxe is still alive, but he’s old and
three gargoyles. Nevil was torn to pieces by the gar crazy. A few old-timers believe that Korin is pos
goyles, which were resistant to most ofthe group’s sessed by the spirit ofa dead necromancer.
weapons except for Grit’s newfound magic sword.
Darwa (crafty wizard that she is) bribed the gar + The Red Wizards came to Illefarn recently looking
goyles with a pouch of coins. The gargoyles were for the Fire Key and convinced Harglevargle to do
satisfied and let the group pass. whatever they wanted. Meanwhile, Thord was sent
to Daggerford to help Darwa find the Earth Key.
4 “Bear” (a.k.a. Garron) was crushed to death by
a lurker above in area 23. Thanks to his keen 4 The leader ofthe Red Wizards is a bald man with
dwarven senses, Thord found a secret door nearby writhing snake tattoos named Arvik Zaltos. Darwa
leading to an altar adorned with images of earth was one ofhis apprentices. Thord can’t remember
creatures (area 28). the names ofArvik’s other three apprentices, but
they’re all humans (one female and two identical
4 Darwa didn’t know how to get the Earth Key out of males).
the altar, so she used her magic to break it open. That
triggered some kind oftrap, and Darwa was turned 4 To help keep the dungeons under Mount Illefarn
to stone (as was Lump’s pet rat, although Thord over- from collapsing, the Red Wizards inscribed magic
looks this fact unless asked about the rat specifically). circles everywhere. The circles help to stabilize
what’s left oflronaxe Halls.
.4 Thord grabbed the Earth Key out ofthe altar (nar
rowly avoiding another trap, which he forgets to Ifa character shows Thord the iron coin found in area
mention) and gave it to Lump for protection. Then 19 of”Fane ofthe Sun Swallower” (see page 26), Thord
he, Grit, and Lump started to head back the way recognizes it. Such coins are used to unlock iron safes
they came, with the intention oftaking the key found throughout Ironaxe Halls.
to Mount Illefarn (narrowly avoiding the lurker
above). Thord slipped in the stream and was swept 18. Strange Cavern
away. As he pulled himselfout ofthe water, a
minotaur jumped him and dragged him away to be This cavern was here long before the dungeon was
cooked and eaten. built. Reynard Ambergul added a few features to make
it more dangerous.
+ Thord describes the Earth Key is a ‘prickly ball,
about the size ofa fist, made ofpurple crystal with a The passage opens into a water-filled cavern with
golden spark oflight in the middle of it.” an uneven ceiling that rises to a maximum height of
20 feet. Water drips from stalactites and down the
+ Thord doesn’t know what happened to Grit or Lump. moss-encrusted walls. A huge black dragon statue
is halfsunk in the lake, while north ofthe statue a
Thord can be persuaded to lead characters to the altar large block ofpitted stone rises 10 feet above the
ofOgrémoch (area 28), but Thord’s allegiance is to the water’s surface, an iron chest chained to the top of it.
Ironaxe clan ofMount Illefarn and desires only to find
his son and return home. Characters who ask Thord To the south, you see an exit tunneijust above
questions about his clan or Mount Illefarn can, with a water level, heading into darkness.
little goading, learn the following information:
The dragon statue (area 18a) and the stone block (area
4 Several years ago, a tribe oforcs (the Clotskulls) 18b) are described below. The block obscures a whirl-
attacked Ironaxe Halls—the dwarven enclave under pool (area 18c) in the north end ofthe cavern. A light,
Mount Illefarn—and bred with their dwarven pris floating item placed on the water is pulled inexorably
oners. The previous leader ofthe Clotskull tribe toward the north and eventually drawn down into the
whirlpool. The current south ofthe stone block is easy
(an orc named Prook) was killed in a ceiling col to ignore; north ofthe block, however, it becomes an
issue (see area 18c for details).
lapse—which is the most common cause ofdeath in
Ironaxe Halls these days. The new leader is an ettin The lake is murky, contains harmless fish, and
named Harglevargle, who got the job after beating ranges in depth from 5 feet near the shore to 20 feet in
up lots of orcs. the middle and 60 feet in the whirlpool’s alcove.

4 The Ironaxe dwarves are prisoners in their own The south tunnel is described in area 19.
home. They raise their half-orc children in Ironaxe
Halls while despising their orc captors and longing
for the day when the orcs are driven out. Since the



18a. Black Dragon Statue 18c. Whirlpool

Closer inspection reveals that this sunken statue is Any swimming creature that starts its turn within 2
cracked and missing several pieces, including part of map squares ofthe whirlpool (area 18b) is pulled into
one horn. The dragon is reared up, as though frozen the center ofthe whirlpool and confined there. While
in mid-leap. Embedded in its left eye socket is a glit so confined, the creature has disadvantage on all
tering black gem. The right eye socket is empty. attack rolls as well as all ability checks made to swim
out ofthe whirlpool.
The gem set in the statue’s left eye has an apparent
value of 100 gp and is nonmagical, but it carries a Swimming out ofthe whirlpool requires an action
powerful curse. A creature that willingly possesses the and a successful DC 10 Strength check. A creature
gem is vulnerable to acid damage. This vulnerability that succeeds at the check can use its movement to
might come into play in other areas ofthe dungeon, so swim to a nearby wall and find purchase, or swim
you should keep a record ofwho has the gem. south and get farther away from the whirlpool.

18b. Stone Block Ifa creature ends its turn in the whirlpool, it is
pulled down 10 feet, and the Strength check DC to
This solid cube ofstone, 20 feet on a side, rests atop escape the whirlpool increases by 5. (This increase is
an underwater “plateau” in the lake, but only half of cumulative over multiple rounds.) Once it is pulled
the block is submerged. Because the block’s sides are down 60 feet, the creature is drawn down into the
pitted and rough, there are plenty ofhandholds, and watery depths and never seen again.
characters can climb the sides ofthe block without
needing to make an ability check. A creature can be pulled from the whirlpool by
another creature within reach, or by grabbing on to a
Iron Chest: The iron chest chained to the top of the secured object such as a rope. Pulling a creature out of
block cannot be moved unless both chains are broken. the whirlpool requires an action and a DC 10 Strength
check, but increase the DC by 1 for every 10 feet down
Chains (2):AC 15; hp 30 each; resistant to cold, the creature has been pulled.
lightning, and piercing; immune to poison, psychic,
and all conditions. fr ss f%A’ riL

The chest is also locked and trapped. The lock -‘
requires thieves’ tools and a DC 15 Dexterity check to
unlock. A character searching for traps and succeed- %
ing at a DC 15 Intelligence check finds a tiny rune -wne
etched into the chest’s lid. Someone with knowledge of (4IO S • •
arcana or forbidden lore who studies the rune deter- O
mines that ifit is improperly defaced or ifthe chest lid wyaev.
is opened, a magical trap will activate, but the specific
nature ofthe trap cannot be ascertained. SS•

A dispel ma8ic spell cast on the chest suppresses the
trap for 1 minute. Carefully scraping away the rune
(DC 15 Dexterity check to disable traps) disables the
trap permanently, though a failed attempt triggers the
trap instead.

Ifthe trap triggers, the 20-foot cube tilts suddenly
and sharply toward the north before returning to its
original position. Creatures standing atop the cube
when it tilts must make a DC 15 Dexterity saving
throw. Failed Save: The creature falls into the water
north ofthe stone block and is caught in the current of
the whirlpool (see area 18c). Successful Save: The crea
ture grabs hold ofthe iron chest, one ofits chains, or
the stone block and doesn’t fall into the water.

The iron chest is empty.

19. Dark Tunnel ). -p

A short gravel beach slopes up from the water, becom __1 ,7
ing a tunnel ofunworked stone. This tunnel rises and
falls as it travels for a mile underground. Characters (ç.I:f
following the tunnel eventually come to an intersec
tion with two branches, with one branch leading up I. I
and the other leading down.
(see area 15). Afterward, two ofthe minotaurs decided
The ascending branch ofthe tunnel eventually
breaks the surface. Tall rocks surround the tunnel to “press on” (see area 22) while the others retired to
mouth, making it difficult to see from a distance. The their new lair (areas 16-17).
exact location ofthe exit is up to you.
The minotaurs left nothing ofvalue in the room.
The descending branch ofthe tunnel leads to the Mirrors: The minotaurs didn’t think to break the
Underdark, which is beyond the scope ofthis adven mirrors on the ceiling. Each 10-foot square on the
ture. Ifthe characters seem determined to head in map has one mirror mounted above it, and all of the
this direction, you can have the tunnel end abruptly at mirrors are nonmagical and secured in their frames;
some point, perhaps because it collapsed. however, the mirror above the northern door covers an
8-foot-square hole in the ceiling. Shattering the mirror
The minotaurs entered the dungeon through one of reveals the hole and another room above this one (see
these two tunnel branches (your choice). “ Secret Room” below).
Northern Door: The north door opens into one
20. Dead-End Hallway end ofa long L-shaped hallway that passes over areas
25 and 26, ending at a door leading to area 22.
This unlit hallway stretches for 100 feet, its walls
adorned with empty torch sconces. The northern Secret Room
halfofthe hail is plastered and painted to look like
an Underdark tunnel, but the wall murals look less Ifthe characters break the ceiling mirror and peer
finished the farther one heads in that direction, into the room above, read the following text:
until the walls become bare gray plaster. As one
nears the southern end ofthe hall, the plaster disap The room above has the same dimensions as the
pears altogether, replaced by mortared bricks. Here, room below, but no other exits. Leaning against the
an underground stream cuts across the gray stone mildew streaked walls are twelve rotted, upright
tunnel and flows toward the west. wooden coffins, their lids sealed with corroded iron
nails. The stench ofdeath hangs heavy in the air.
The south end ofthe tunnel is, in fact, a dead end. The
murals on the walls are unremarkable. Within each coffin is the undead remnant of a loyal
Ambergul guard (see “Creatures” below).
Stream: The underground stream is 5 feet deep,
and any creature falling in it is swept toward area 18 Creatures: When a living creature enters the
at a rate of3O feet per round. Moving against the cur- upstairs room, twelve wights (see page 263 for statis
rent or climbing out ofthe water requires a DC 10 tics) burst out oftheir coffins and attack. These wights
Strength check. The tunnel through which the stream carry rusted longswords and do not wield longbows.
flows ranges in height from 7 to 10 feet, which means They pursue living prey beyond the confines of their
there’s 1d4 + 6 feet ofspace above water level at any crypt, leaping down through the hole in the floor.
given point.

21. Looted Gallery

Smashed pedestals, broken statuary, torn tapes-
tries, splintered furniture, and shards of pottery
are strewn across the floor ofthis unlit room. Set
within carved stone ceiling frames are six 9-foot-
square mirrors that make the room seem much

One ofthe wights (Captain Sarris Wolvington) has below). When they see the characters, they drop the
maximum hit points (hp 48), wears corroded plate armor fragments and attack. Ifthe characters are
mail (AC 17), and carries some treasure (see below). behind the closed portcullis, one ofthe minotaurs tries
to lift it while the other charges underneath (see “Port-
Treasure: The pommel ofCaptain Wolvington’s cullis” below).
long sword is shaped like a bird’s claw and it clutches
a lustrous black pearl (worth 500 gp). The captain also Portcullis: The gate can be lifted as an action with
wears a green copper amulet on an iron chain around a successful DC 18 Strength check. A Small creature
his neck, tucked under his breastplate. The amulet can also squirm through the gaps in the portcullis
is shaped like a grinning gargoyle face and has tiny with a DC 15 Dexterity check. Left unattended, the
rubies set into its eyes. The amulet is worth 100 gp; it portcullis slams shut, but characters can wedge it open
also provides a measure ofprotection against the gar with something heavy (such as the alabaster urn).
goyles in area 24.
A creature underneath the portcullis when it falls
22. Hall of Brilliance must make a successful DC 1 1 Dexterity saving throw.
(West) Failed Save: 10 (3d6) piercing damage, and the crea
ture falls prone and is restrained and unable to stand
Characters approaching this hall from the north see until the gate is lifted. Lifting the gate requires an
light leeching through the cracks around the door. action and a successful DC 18 Strength check.

Sunlight emanates from a set ofdouble doors at the Treasure: The broken bits ofgold-plated armor on
south end ofthis 20-foot-wide, 60-foot-long hall, the floor cannot be fashioned into functional suits of
the walls ofwhich are covered with painted plaster armor; however, ifgathered and sold to a metalsmith,
murals ofundead creatures being blown apart and the fragments can fetch up to 1,000 gp.
lit ablaze by the light.
The Sun Doors
Between you and the doors is a closed wooden
portcullis with iron fittings, and beyond that, two The double doors between areas 22 and 23 radiate
minotaurs clutching axes. The horned brutes are a strong conjuration aura when subjected to a detect
gathering up bits ofgolden armor strewn across maBic spell. They are made ofwhite marble covered
the floor. in luminous gold tracery etched around two halves of
a golden sun (the symbol ofAmaunator), split down
The brightly glowing doors that separate areas 22 the middle by the doors’ seam. The doors shed light
and 23 were stolen from the temple ofAmaunator in as bright as the sun while closed. Undead creatures
the Lizard Marsh (see page 19). See “The Sun Doors” within 60 feet ofthe doors take 17 (5d6) radiant
below for more information about the doors and their damage at the start ofeach oftheir turns.
properties.
The doors are not locked but are quite heavy,
Ifthe characters enter from the south (through the requiring a DC 12 Strength check and an action to
Sun Doors) instead, read: open. (They open into area 23.) While the doors are
held open, the gold traceries on both sides ofthe portal
As you pull them open, the radiant doors sud continue to glow, but only faintly (not enough to illu
denly dim. Beyond lies a darkened hail filled with minate the hall on either side), and the doors lose their
sounds ofsnorting and the heavy clop-clop of power to dispel darkness and harm undead.
hooves on stone.
The doors have hidden springs and close on their
Normally the wooden portcullis is raised so that only own unless spiked or held open. The doors weigh close
its iron spikes protrude from the ceiling. However, to 1,500 pounds each, making their transport diffi
when the minotaurs opened the double doors, the cult. Ifhe is told about the doors, Sir Isteval makes a
portcullis dropped behind them, and four animated point ofsharing that information with the priests at
suits ofarmor magically leapt from the wall murals the Temple ofAmaunator in Daggerford, in the hopes
and attacked them. they set plans into motion to recover them.

Reynard Ambergul created the four animated
suits of armor and magically trapped them in the wall
paintings. The murals no longer radiate magical auras
now that the suits ofarmor have been destroyed.

Creatures: The two minotaurs (see page 251 for
statistics) are busy gathering fragments ofthe ani
mated suits ofarmor they destroyed (see “Treasure”

23. Hall of Brilliance (East) Ifone ofthe characters is openly carrying the crys
tal rod from area 14, the lurker above and trapper
Read the following text ifthe characters enter this remain hidden and do not attack unless wounded.
hallway from the south.
Secret Door: Set into the western wall between
Sunlight emanates from a set ofdouble doors at the trapper and the lurker above is a secret door that
the north end ofthis 20-foot-wide, 60-foot-long can be spotted with a DC 15 Intelligence check. The
hall, the walls ofwhich are covered with painted secret door is hidden behind the mural ofa donkey-
plaster murals ofsun priests dressed in holy rega headed priest clutching a stafftopped with the symbol
ha and clutching golden staffs topped with small ofAmaunator. When the staff’s sun symbol is pressed,
disks shaped like the sun. The artist has sullied the the secret door swings outward, revealing a dusty
priests’ likenesses by giving them all donkey heads. staircase that descends to area 28. Footprints in the
dust testify that the stairs have been traversed recently
Lying on the floor about 10 feet away is a horn- by four Medium humanoids—three wearing boots
bly mutilated corpse in leather armor. (Darwa, Thord, and Grit), and a larger barefoot fellow
(Lump).
Ifthe characters enter from the north (through the
radiant doors), read the following text instead. 24. Gargoyle Gallery

As you push them open, the radiant doors suddenly Water spews out ofa low arch set into the eastern
dim. Beyond lies a darkened hall, its walls covered wall ofthis room, then cuts a channel across the
with painted plaster murals ofsun priests dressed stone floor and exists through a 7-foot-high tunnel
in holy regalia and clutching golden staffs topped gouged into the western wall. Hanging from five
with small disks shaped like the sun. The artist has iron chains affixed to the ceiling, rather like some
sullied the priests’ likenesses by giving them all ghastly chandelier, is a 10-foot-diameter summon-
donkey heads. ing circle made ofold wood with arcane sigils
burnt into its underside. Perched atop this dangling
At the far end ofthe hall, lying in a heap in front symbol are three grinning gargoyles.
ofa set ofstone double doors, is a mutilated corpse.
Mounted vertically on the walls ane dozens of
The radiant doors are described in area 22, above. spears and polearms, each one unique is design.
Both they and the wall murals are meant to draw A few others have fallen to the floor, waiting to be
attention away from the true threats in this hail (see replaced. In the northeast corner, lying facedown in
“Creatures” below). a coagulated pool ofblood, is a chubby man in torn
leather armor.
The double doors at the south end ofthe hall are
made ofordinary worked stone and open into area 24. The dead man is Nevil, one ofDarwa’s henchmen,
who was killed by the creatures in this room. A search
Corpse: The mutilated corpse lying on the floor ofNevil’s corpse yields some treasure (see below).
near the southern doors belongs to Garron, a member
ofDarwa’s retinue. A character must stand next to the Creatures: Three gargoyles (see page 235 for statis
corpse to determine the cause ofdeath: the big man tics) are perched atop the hanging summoning circle.
They do not attack or threaten anyone wearing the gar
(who was known as “Bear” to his friends) was crushed goyle amulet from area 21 (or anyone in the company
ofsaid individual). They took a bribe (see “Treasure”
to a bloody pulp, rather like a tomato crushed in an below) to let Darwa Dalion and the surviving mem
ogre’s fist. A thorough search ofthe corpse reveals the bers ofher retinue pass through the room unscathed,
crushed remains ofa lantern, an intact short sword, a but aren’t feeling as benevolent when the characters
tinderbox, and a blood-covered suit ofleather armor. show up. They pretend to accept bribes but then attack
without provocation.
Creatures: A lurker above (see page 249 for statis
tics) and a trapper (see page 260 for statistics) guard Ifthe gargoyles are outnumbered, one ofthem tries
this hall. The lurker above clings to the ceiling above to summon a barbed devil using the summoning circle
the southern set ofdouble doors, while the trapper is
disguised as a 20-foot-square section offloor farther (see below).
north. Their exact locations are marked on the map.
Summoning Circle: A gargoyle perched atop the
The two creatures respect each other’s space and hanging summoning circle can use its action to utter
do not cooperate. The lurker above (which hasn’t had a short ritual phrase that causes the circle’s runes to
time to finish devouring Garron’s corpse) drops onto pulse with red light. Roll initiative for the barbed devil
the first creature to pass underneath it, and the trap- (see page 225 for statistics) at this time; on its initia
per engulfs the first creature to walk on top of it. tive count, it appears directly underneath the circle
in a puffofsmoke andjoins the battle in progress.

. -- /-__

:•• .
,

The magic ofthe summoning circle prevents the devil 25. Olivine’s Lair
from leaving the room. Ifthe circle is destroyed after
the devil is summoned, the devil is free to go where The last surviving member ofthe Ambergul family
it pleases. The devil returns to the Nine Hells 1 hour resides here. Characters entering the room with no
after it is summoned, and it cannot summon other inkling ofwhat to expect are in for a rude surprise.
devils while on this plane.
Four flickering torches held in sconces illuminate
The circle’s magic can only be activated once every this 30-foot-square room, each corner of which
hour. Reducing the circle to 0 hit points or causing it to contains something ofinterest. Standing in the
fall not only destroys it but also ends any summoning northeast corner is a painted, plaster statue of a
ritual in progress. Iftwo or more ofthe circle’s chains dashing knight in plate mail. In the northwest
are cut, the remaining chains can’t support the circle’s corner stands a 4-foot-tall cast-iron sculpture of an
weight, and the whole thing crashes down onto the egg-shaped creature with three spindly arms, three
floor (along with any gargoyles perched atop it). stumpy legs, and a closed mouth situated at the top
ofits ovoid body. The southeast corner contains a
Wooden Summoning Circle: AC 5; hp 50; resistant to small bronze urn atop an alabaster pedestal carved
fire and piercing; immune to poison, psychic, and all with wavelike designs. Leaning in the southwest
conditions. corner is a silk-lined open casket with a withered
corpse propped up in it. The corpse has two gold
Chains: AC 15; hp 20 each; resistant to cold, light- coins covering its eyes.
ning, and piercing; immune to poison, psychic, and all
conditions. Smashed furnishings litter the floor. Amid the
debris is the sole remaining piece offurniture: a
Treasure: The gargoyles hid the loot they got from cushioned divan shaped and painted like a gold
Darwa—SO sp in a bloodstained leather pouch—under dragon. Standing at the head ofthe divan is a 7-foot-
Nevil’s bloated corpse. Characters who move the tall golein ofstitched flesh, with dead eyes and
corpse automatically find the pouch. Nevil’s leather large fists, while reclined on the divan is a hateful
armor is torn to sheds, but his short sword lies nearby, creature in a tattered wedding gown with writhing
and he has a 100-gp ruby sewn into the right sleeve of serpents for hair!
his torn and bloody tunic. Any character searching the
corpse and succeeding at a DC 15 Intelligence check The four torches that illuminate this room are magi
finds the hidden gem. cal. As long as they remain in their sconces, they
continue to burn without ever going out. Ifthe torches
One ofthe spears mounted on the wall above Nev are removed from their sconces, they are snuffed
il’s corpse (right ofthe double doors) has a magical instantly and turn to dust.
property: As an action, the spear’s wielder can cause
the weapon to stretch, effectively turning it into a Unless they have reason to avert their eyes, char-
longspear or a 10-foot pole. The wielder can shrink the acters entering this room must make a DC 12
elongated weapon back to its normal length as a free Constitution saving throw against Olivine’s petrifying
action. The spear always reverts to its normal form gaze (see “Creatures” below).
when unattended. However, as long as it’s being held,
it can remain in either elongated form indefinitely. Creatures: Olivine Ambergul, a medusa (see page
250 for statistics), dwells here with her flesh golem
All ofthe other weapons on display in this room are bodyguard, “Malgast” (see page 240 for statistics).
nonmagical and in poor condition due to years ofneglect.
The curse that transformed Olivine into a medusa
oj%/%re:s €\eS’1 yeIrn s also made her immortal. Years ofisolation have driven
Olivine insane, and her only desire is to see intruders
c:.ey)w1Lt €OW (V1 rW1tL turned to stone and displayed in her gallery (area 27).
itr ?V.ofl’1erS. She keeps her bow and arrows under the divan, within
easy reach.
1eo4ik 4r1C4’S irvitSSt4 u.
Ifthe golem goes berserk, Olivine uses an action to
---. - try to calm it. It otherwise obeys Olivine’s commands.

Neither the medusa nor the golem is confined to
this room. Ifthe characters flee, Olivine and Malgast
hunt them down. Ifher flesh golem is destroyed, Oliv
me withdraws to area 26 and tries to “awaken the
petrified trolls located there, using them to cover her
retreat while she escapes through the secret door.

Corner Curiosities: The objects situated in the
four corners ofthe room are described below.

= 59

DUNGEON (AREAS 8-28)

I

Northeast Corner: In accordance with his family’s no avail. The self-pity eventually melted away as she
traditions, Olivine’s second husband—a noble knight— lost her final shreds of humanity.
wasn’t buried in a coffin or cremated. His body was
encased in plaster and then sculpted and painted by Lord Reynard Ambergul, Olivine’s father, took pity
an artist. Characters who inspect the statue closely see on his daughter and carved out an section ofthe dun-
a number ofplaces where the plaster has broken away, geon for her. He also paid grave robbers to steal her
revealing a mummified husk underneath. The armor dead husbands’ remains, so that she wouldn’t be alone.
“worn” by the statue is painted plaster, not real armor. Meanwhile, her mother crafted a flesh golem for her
daughter, using flesh pulled from the corpses of Oliv
Northwest Corner: This cast-iron sculpture is shaped me’s older brothers, Kamal and Gaston (as well as a
in the likeness ofa xorn and weighs 500 pounds. few other nameless donors).
Close inspection and a successful DC 10 Intelligence
check reveals a keyhole in the middle ofone of the 26. Lower Gallery
xorn’s three eyes and hinges worked into the mouth
(located at the top ofthe sculpture). Ifthe proper key Lord Reynard Ambergul kept many stolen treasures
is inserted into the lock, or ifthe lock is picked with a here, and his daughter Olivine has added a few “art
successful DC 20 Dexterity check, the xorn’s mouth objects” ofher own.
opens, allowing access to the hollow cavity formed by
the xorn’s egg-shaped body. Inside this iron “chest” are This large, unlit chamber has two 10-foot-high,
several valuable items (see “Treasure” below). The key 10-foot-deep alcoves situated in the corners of
to the chest is hidden in the divan (see below). the south wall, and standing in each alcove is a
life-sized statue ofa troll. Between the alcoves,
Southeast Corner: Resting atop an alabaster pedestal embedded in the wall, is an iron lever in the “up”
is a bronze urn painted with black griffons. The urn position.
contains the ashes ofOlivine’s third husband. Molded
into the urn’s lid is the nobleman’s steel signet ring, In the middle ofthe room are two slabs of black
which bears his family crest (a character with knowl marble 20 feet long, 10 feet wide, 4 feet tall, and
edge ofheraldry recognizes the emblem as belonging separated by a 10-foot-wide aisle. Displayed atop
to the Silvershield noble family ofBaldur’s Gate). the western slab are scores ofstatuettes and figu
rines, each no larger than a rat. The eastern slab
Southwest Corner: The withered corpse propped supports a large sandstone statue ofa sphinx with
inside the upright casket belongs to Olivine’s first the head ofa stern-looking human woman.
husband—a noble from Cape Velen in Tethyr. The
remains have been well preserved. The two gold Reynard loved to collect figurines and statues. His
coins pressed over its eyes were specially minted and daughter Olivine (see area 25) has been expanding
have the shield-and-flaming sword symbol of Tempus her father’s collection by petrifying small critters (rats,
emblazoned on one side and the crest ofthe Duchy giant centipedes, and other vermin) and placing them
ofCape Velen on the other. They are otherwise ordi among the sculpted figures atop the western slab.
nary gold coins.
Characters inspecting the southern alcoves can
Divan: The dragon-shaped divan is creaky, old, make an Intelligence check. Those who get a result
and poorly maintained. However, the dragon’s mouth of 1 5 or higher spot one end of a narrow iron pipe
contains a tiny secret compartment, which can be protruding from the alcove ceiling; these are part of a
detected and opened with a DC 15 Intelligence check. hidden mechanism described below (see “Iron Lever
Inside the mouth is a 4-inch-long iron key. The key and Creatures”). Characters who get a result of2O or
opens the xorn-shaped chest in the northwest corner. higher on their Intelligence check also spot the outline
ofa secret door in the easternmost alcove (see “Secret
Treasure: The xorn-shaped chest holds all that Door” below).
remains ofthe wealth stolen from Olivine’s three late
husbands, including a platinum brooch shaped like Characters inspecting the troll statues can, with a
the sun (worth 50 gp), ajade chalice (worth 150 gp), successful DC 15 Intelligence check, ascertain that
and a gold coronet with spires ofpurple crystal (worth they are trolls that have been turned to stone, not
500 gp) resting atop a bed of600 ep. trolls carved from stone. Each petrified troll weighs
roughly 1,500 pounds. Characters can break a statue
Olivine Ambergul into smaller pieces and remove those pieces from the
alcove, given enough time and energy.
When she was human, Olivine took three husbands
in the span offive years. After insinuating her name Iron Lever and Creatures: The iron lever set into
into their wills, she poisoned them and then stole their the wall between the two alcoves is connected to an
money. Olivine was set to marry her fourth husband enormous iron cauldron buried deep within the wall.
when a powerful curse transformed her into a medusa. The cauldron creates a magical, invisible gas. Pulling
She doesn’t know who was responsible, but she spent the lever causes this gas to spew forth from the iron
most ofher stolen wealth trying to break the curse, to

‘%: ‘i: .

pipes embedded in the alcove ceilings. The gas, which Black Crystal 8sH:a Nearly identical, these three figu
makes a soft hissing noise as it exits the pipes. instantly rines depict 4-inch-tall night hags. One hag is using
restores petrified creatures to flesh, provided they are its hands to cover its mouth, another its ears, and the
situated within the alcoves. Outside ofthe alcoves, third its eyes. Each figurine is worth 25 gp separately,
the gas quickly dissipates and loses its potency. If the but the set is worth 100 gp.
pipes in the alcove ceilings are plugged, the gas cannot
escape, and nothing happens when the lever is pulled. Clay Doppel8an8er: This 6-inch-tall humanoid figure
changes its appearance on a whim, never once reveal-
Ifthe two trolls are restored to flesh, they attack ing its true shape. A detect magic spell reveals a faint
characters with the intention ofdevouring them (see transmutation aura. The figurine, which can only
page 261 for statistics). IfOlivine is present (see area assume humanoid forms, is worth 50 gp.
25), the trolls avoid making eye contact with her and
pretty much leave the medusa alone, provided she Copper DraBon: This 8-inch-tall copper figurine has
does nothing to antagonize them. eyes ofblack crystal and is worth 25 gp.

Ifthe characters smash the troll statues but leave Crimson Elephant: Standing 7 inches high and
the pieces in the alcoves, the trolls begin regenerating carved from a blood-red stone with real ivory tusks,
and knitting back together. this elephant comes with a howdah and rider made of
sculpted gold. It is worth 150 gp.
Sphinx Statue: The sandstone statue on the east-
em slab is carved in the likeness ofa gynosphinx and Gold and Silver Unicorn: This gold statuette is S
is life-sized. Reynard stole it from a sand-swept tomb inches high, and its silver horn can be unscrewed to
in the Raurin Desert. A detect mj1ica spell reveals that reveal a hollow cavity containing three pinches of dust
the statue radiates an aura of divination. ofdryness (see page 214). As an art object, the unicorn
is worth 75 gp.
Any creature that touches the statue and asks a
question with a definite answer receives a short, truth- 27. Secret Tunnel
ful response. The response can be heard as a whisper
issuing from the sphinx’s mouth (in the same lan- This L-shaped corridor connects areas 26 and 28,
guage spoken by the creature asking the question). passing under area 22 as it goes. The secret door at
The statue cannot predict the outcome of something either end ofthe hall is easy to spot (no ability check
that hasn’t yet occurred; it can only reveal the truth required) and must be pulled open.
about something in the present or the past. For exam-
pie, ifa character asks, “Which way to the altar of
Ogrémoch?” the sphinx might reply with, “Through
the secret door.” It doesn’t have to specify where the
secret door is located.

A character may, in its lifetime, ask the sphinx one
question. Once that question has been answered, the
sphinx no longer responds to that character. However,
there is an exploitable loophole: Ifa creature dies and
is raised from the dead, it can ask the sphinx another
question and gain a reply.

The gynosphinx statue is solid and weighs approxi
mateiy 2,000 pounds. It has AC 5 and 100 hit points,
and it is immune to poison, psychic, and all conditions.
Ifit takes more than 20 points ofdamage, the statue
loses its magical power forever.

Secret Door: A secret door set into the back wall of
the southeastern alcove requires a successful DC 20
Intelligence check to locate. Pushing it open reveals a
dark, dusty corridor beyond (area 27).

Treasure: Characters inspecting the collection
offigurines and statuettes can see that most of the
figurines and statuettes are made ofpainted clay, var-
nished ceramic, porcelain, crystal, marble, limestone,
obsidian. and sandstone. (The critters petrified by
Olivine all appear to be made ofuniform gray stone.)
There are over two hundred figures in all, including
the valuable ones described below.

This tunnel is dry and choked with dust and cobwebs. in this room. However, the crystal-lined interior of
The carved torch sconces prevalent throughout the the altar still poses a threat. Lightning zaps anything
dungeon are not found here. placed in the altar’s hollow cavity, and a creature stick-
ing its arm or some other appendage inside the altar
No one has walked this tunnel in a long, long time, and must make a DC 13 Dexterity saving throw. Failed
the dust on the floor shows no signs of disturbance. Save: 13 (3d8) lightning damage.

Empty Alcove: The north-south portion of the Ifthe characters touch the altar with the crystal rod
tunnel has a 10-foot-deep alcove carved into one wall. from area 14, two things happen: the lightning trap is
Ifthe alcove had a purpose, that secret died with Lord disabled, and the altar transforms into a pooi of thick
Reynard Ambergul. mud that fills the room to a depth of6 inches.

28. Altar of Ogrémoch The altar is 17 feet long, 7 feet high, 7 feet deep, and
carved with friezes depicting gargoyles, ropers, stone
Darwa Dalion’s quest to retrieve the Earth Key ended giants, xorn, and other creatures tied to elemental earth.
here rather suddenly, as did the short but illustrious
life ofScratches the rat. Creatures: The clockwork cat belongs to Alicia
Ambergul and is identical to the one encountered in
A massive stone altar stands against the west wall area 12. It poses no threat to the party and follows
ofthis 20-foot-high room. The altar is flanked by a them around from this point on until destroyed or
pair of 6-foot-tall alabaster urns, one sculpted with until the party leaves the dungeon.
birds and the other with fish. A 5-foot-diameter
hole has been punched through the front of the Characters can use the alcoves in area 26 to restore
altar, revealing a hollow cavity lined with crystal- Darwa Dalion and/or Scratches to life, assuming they
line teeth, much like the inside ofa geode. The know about the alcoves and their restorative power.
interior glows with a sinister purple light. Twin
golden braziers rest atop the altar. IfDarwa is restored to flesh, she quickly surren
ders to her saviors. Darwa is a survivor, and she knows
Basking in the altar’s light is a life-sized statue of that her best chance ofgetting out ofthe Ambergul
a short, rotund woman in robes, a wide-eyed look dungeon alive is to make new friends. For more infor
ofsurprise stamped on her cherubic face. On the mation on Darwa and what she knows, see “Darwa
floor nearby, you see a gold-plated, clockwork cat Dalion” below. Use the Red Wizard ofThay statistics
pawing a petrified cave rat lying on its side. (see page 256) for Darwa as needed.

The braziers and urns are described under “Trea Ifrestored to flesh, Scratches the cave rat (see page
sure” below. The petrified cave rat is all that remains 256 for statistics) squeaks and scurries about in a
ofScratches, the prized pet ofDarwa Dalion’s ogril befuddled manner, unable to locate its master (Lump
lon bodyguard, Lump. The statue looming over poor the ogrillon). Darwa, ifalive and present, zaps the rat
Scratches is Darwa, who was turned to stone by the with a maBic missile, putting it out ofher misery (even
same magical ward. at the risk ofincurring the party’s wrath).

Having found the altar ofOgrémoch, Darwa was Secret Door: A secret door in the northeast corner
unable to secure the Earth Key hidden inside it. Unac can be spotted with a DC 20 Intelligence check. Push-
customed to failure, she cast a lightnin8 bolt spell on ing it open reveals a dark, dusty corridor (area 27).
the altar, triggering a trap designed to petrify everyone
in the room. Three members ofDarwa’s retinue man- Treasure: The two gold braziers atop the altar are
aged to resist the trap: Thord the dwarf, his half-orc worth 100 gp apiece. The alabaster urns are purely
son (Grit), and Lump. With their mistress turned to decorative and empty. An urn can be “rolled” on its
stone, the trio snatched the Earth Key from the altar’s base or knocked over with a DC 15 Strength check. As
geode-like cavity (narrowly avoiding another trap, art objects, the urns are worth 1,000 gp each.
described below) and fled. Ifthe characters rescued
Thord (see area 17), they already know what happened IfDarwa is restored to flesh, the characters can lay
to him. As for Grit and Lump . . . they fled the dungeon claim to her speilbook (see “Darwa Dalion” below).
with the Earth Key in their custody, and Thord (if he
lives) assumes they must be “halfway to Mount Illefarn Darwa Dalion
by now.”
The characters must decide what to do with Darwa
Altar of Ogrémoch: The magical ward that petri Dalion, or “Boo Boo Doll” as she is sometimes known.
fled Darwa and Scratches only triggers once, so the As a statue, she can do no harm, but delivering her to
characters are in no danger ofbeing turned to stone the authorities will be difficult, since in her present
form she weighs roughly 750 pounds.

Ifthe characters restore her to flesh, Darwa quickly
assesses her predicament and surrenders. Ifan oppor
tunity to escape presents itself, she might take it if the
risk ofdeath or capture is low.

In addition to her red robes, Darwa wears a curly
black wig to hide the fact that she shaves her head

62

- -- -

(like many Red Wizards who aren’t naturally bald). Darwa hasn’t spent much time under Mount Illefarn
She a’so carries a small, traveling spellbook bound in and doesn’t know the layout oflronaxe Halls or its
supple halfling flesh that contains the following spells: inhabitants very well (“dwarves, orcs, and half-breeds
mostly”), but she will claim to know a great deal if she
1st: detect maBic, disguise self thinks it might increase her life expectancy. She might
2nd: invisibility, knock even go so far as to suggest that the party use her as
3rd: dispel ma,Ejic, lightnin8 bolt a bargaining chip to gain the cooperation ofher Red
4th: stoneskin Wizard peers who, she claims, are quite fond of her.

Darwa is happy to accompany the party back to Dag (Characters who succeed at a DC 15 Wisdom check can
gerford, since she has a few “friends” there who might be
able to help her escape. However, she doesn’t know that sense that Darwa believes what she’s saying. The truth
her master, Arvik Zaltos, is dead. Ifthe characters tell is, she doesn’t know her “peers” as well as she claims.)
her about Arvik’s arrest and subsequent hanging, Darwa
changes her tune and tries to negotiate for her release. Darwa knows about the four elemental keys and
the elemental cultists who created them, but not what
(Characters who succeed at a DC 15 Wisdom check can the keys unlock. She knows the Air Key is safely in the
Red Wizards’ clutches (but not where the key is specif
tell that Darwa has no great love for Arvik Zaltos and no ically); she doesn’t know whether the Water Key and
grudge against his executioners. She secretly views his the Fire Key have been secured.
death as a chance to “rise through the ranks.”)
Darwa is too far down the chain ofcommand to
Ifthe characters interrogate Darwa, she provides know what the Red Wizards, as an organization, have
the following information: planned for the Sword Coast. “Something big, I imag
me,” is the most truthful answer she can muster.
+ Five years ago, Darwa purchased a small cottage
outside ofDaggerford. Her assignment (given to her PART 3: EPILOGUE
by Arvik Zaltos) was to spy on the locals, provide
shelter and information to other Red Wizard opera- When the characters eventually decide to vacate the
tives passing through the area, and make friends Ambergul dungeon, they’ll need to choose a route
whose loyalty or generosity might be exploited later ofegress. They can either return the way they came
on. (As a for-instance, Darwa points to the human
tomb robbers she hired to accompany her, all of (assuming they can get past the stone block in area 8),
whom are locals.)
or they can use the southern tunnel (area 21).
+ The Earth Key looks like a prickled orb of violet
crystal containing a spark ofgolden light. Darwa Loose Ends
has also seen the Air Key—a smooth metal orb per-
forated with holes. (What Darwa fails to mention The adventure has several loose ends to tie up.
is that after the Air Key was stolen by Arvik Zaltos
from the Floshin estate, she took it to Mount Ille Arassán and Onya
farn for safekeeping.)
Arassán needs to be reunited with his beloved, Onya.
+ IfThord, Grit, and/or Lump escaped, they would Ifhe died during the adventure, the heroes can return
probably return to Mount Illefarn, since that’s Arassán’s body so that Onya can arrange a proper
where their “tribe” lives. (Darwa is referring to the burial and funeral. Ifhe survived, the lovers’ reunion
Clotskull orcs, their dwarven “prisoners,” and their is a much happier one, and the young couple make
half-orc/half-dwarf offspring.) plans to be married in the Temple ofAmaunator in
Daggerford before the fall harvest (much to the cha
+ The dwarf-built dungeons under Mount Ille grin of Onya’s cantankerous father).
farn are extremely old and in a horrible state of
disrepair. Several sections ofthe complex have col Delfen of Daggerford
lapsed already.
The ancient wizard is eager to hear about the party’s
+ Arvik Zaltos is (was) the most senior Red Wizard exploits beneath the Ambergul estate. Characters
operating in Delimbiyr Vale. Most ofArvik’s “dirty should feel obliged to pay Delfen a visit, ifonly to let
work” is performed by four apprentices (including him know they’re still alive and kicking. Ifthey bring
Darwa). Arvik’s other three apprentices are Skannon Darwa to his tower, Delfen can (through various and
Tolker (female human) and a pair oftwins named sundry means) compel the Red Wizard to speak truth-
Luuthgar and Ulan Zev (male humans). All three fully about what she knows without ever having to
are skilled necromancers. (Darwa last saw them resort to violence.
under Mount Illefarn, creating magic circles to keep
the dungeon complex from collapsing while they
searched for the Fire Key.)

TEPILOGUE/63J

Darwa the Red Wizard Keep a record ofthis information, and don’t forget to
let the curses play out.
Characters can save themselves a lot oftime and
trouble by putting the petrified wizard in a wagon Once the characters are back in Daggerford, they
can visit the Temple ofAmaunator. For a modest dona
(such as the one in area 15) or similar vehicle for safe tion of 100 gp or more, the temple’s high priest, Luc
Sunbright, will cast a remove curse spell on any charac
transport back to Daggerford. Characters receive ter who needs it.
only 50 gold pieces for returning her to Daggerford in
statue form. Trouble under Illefarn

Ifthey restore Darwa to flesh, characters can escort Two members ofDarwa’s retinue, a half-orc named
her back to Daggerford and receive the full 1,000-gp Grit and an ogrillon named Lump, fled the Ambergul
reward for her capture. Darwa is immediately arrested estate with the Earth Key in their clutches. Ifthe char-
and placed under guard until the duke decides her acters know this, they might take strides to hunt down
fate. Regardless ofthe evidence put forth, Darwa is sen the dastardly duo.
tenced to death in the same fashion as her mentor, the
lake Arvik Zaltos. Her public hanging takes place the Characters who speak to Thord and/or Darwa (see
day after the duke’s sentence is pronounced. Ifthe char- areas 17 and 28) can surmise where Grit and Lump
acters make a case for keeping her alive (either to Duke are headed: Mount Illefarn. Although it might be
Maldwyn or to Sir Isteval), Darwa gets a stay of execu tempting to chase after them, the odds offinding two
tion until such time as she outlives her usefulness. individuals in such a vast wilderness are remote. The
characters would be wise to return to I)aggerford first
Thord the Dwarf
(see “Loose Ends” above). Ifthe characters share what
Although he worked for Darwa, the dwarfhas no love
ofthe Red Wizards. He seeks only to be reunited with they’ve learned with Duke Maldwyn, the town militia
his son, Grit. Ifhe survives the adventure, he expresses can dispatch additional patrols north oftown in the
a desire to return to Mount Illefarn, in the hopes Grit hopes ofintercepting the Earth Key before the Red
made it home. Ifthe characters ask him to wait until Wizards get a hold ofit. (Alas, no luck there.) Mean-
they’re ready tojoin him, Thord reluctantly agrees. while, Sir Isteval is familiar with a former resident of
Mount Illefarn—an old and decrepit dwarfwho knows
Curses! all ofthe mountain’s deep, dark secrets.

In the course ofplundering the Ambergul crypts, one Ifyou are running this series ofadventures as an
or more characters might have fallen under a curse. ongoing campaign, you may now continue with the
next adventure, “The Fall of Illefarn.”

: \
\\
()
::
-
:.
[

ØSNPART 3: EPILOGUE

.1

ADVENTURE 3: THE . -;:‘

FALL OF ILLEFARN :‘
After reclaiming Mount Illefarn, Korin declared
By Christopher Perkins, Shawn Merwin, and himselfKing Korin Ironaxe ofthe newly minted if
Matt Sernett Ironaxe clan. He also gave his subterranean home
a new name: Ironaxe Halls. The dwarves ofthe Iro
Ifall has gone according to plan, the Red Wizards of neater clan do not speak ofKorin and his ilk; they are
Thay have three elemental keys in their custody and belciarakin, a Dwarvish word meaning “treacherous
are close to obtaining the fourth. By now, the adven creatures.”
turers are urell aware ofthe Red Wizard threat, as well
as the location ofthe fourth and final key, which is Life under Mount Illefarn has been a constant
trapped inside an altar dedicated to Imix, the Prince struggle for the Ironaxe clan. Kelthas, the evil necro
ofEvil Elemental Fire. mancer, returned as an undead menace, and although
he was defeated yet again, some dwarves fear that the
“The Fall oflllefarn” is designed for four to six 6th- necromancer’s evil spirit haunts them still, while a few
or 7th-level characters, and the adventuring party believe the spirit has taken refuge in their age-addled
should reach at least 8th level by its conclusion. There’s king. The gnomes all died or left, the original Ironaxe
a time gap between this adventure and the next one, clan members are ancient or dead, and the dwarves’
so even ifthe characters do not reach 8th or 9th level numbers are in steady decline.
by the end ofthis adventure, you can assume that
enough time passes for them to achieve the desired Two decades ago, the Clotskull orc tribe was nearly
level through training or by completing personal wiped out by elves. The survivors came to Mount Ille
quests (which you may develop as you see fit). farn seeking refuge. and the Ironaxe dwarves were in
no condition to properly defend themselves. The orcs
SETTING THE STAGE moved in, enslaved the dwarves, and used them as
breeding stock to replenish their decimated tribe. The
For centuries, the Ironeater clan ofshield dwarves past two decades have borne witness to an unprec
occupied their tunnels beneath Mount Illefarn and edented development: a dwarfclan and an orc tribe
mined the nearby quarry in the Laughing Hollow. both on the verge ofextinction, inexorably bound
Around 1257 DR, King Derval Ironeater declared that together and given new life by their half-orc of’fspring.

indue to diminishing numbers, the Ironeater clan could While time has not been good to the dwarves of
Mount Illefarn, it has been especially unkind to their
no longer hold the tunnels. He ordered the clan to dis home. Whole sections ofthe enclave have begun to
perse into the wider world. Most ofthe dwarves went collapse, and even the slightest earthquake is cause for
to Secomber and Waterdeep, while 1)erval and his panic. Just as the dwarves and orcs were preparing to
brother Korin landed I)aggerford. The king’s young- abandon Ironaxe Halls, the Red Wizards arrived.
est brother, Derwin, decided to travel abroad.
A Red Wizard named Arvik Zaltos, along with
Korin was never satisfied with his brother’s dcci- four ofhis apprentices, came to Ironaxe Halls seek-
sion to abandon the enclave under Mount Illefarn, ing the anvil-shaped altar brought to Mount Illefarn.
and after a century ofargument, decided to reoc In exchange for a key hidden within the altar, Zaltos
cupy Mount Illefarn despite I)erval’s edict. By then, promised to stabilize Ironaxe Halls by inscribing
younger brother Derwin had returned with a massive circles ofelemental magic on floors throughout the
anvil-shaped altar in tow. (Derwin believed it was complex. The dwarves and orcs agreed, and the Red
an altar ofMoradin, when in fact it was dedicated to Wizards got busy. As more and more circles were
Imix, the Prince ofEvil Elemental Fire.) The elemen inscribed, the collapses grew less and less frequent.
tal cult had hidden the altar, but Derwin found it and
brought it home. Korin took it as a sign that Moradin The Red Wizards have so far been unable to “coax”
wanted the brothers to reclaim Mount Illefarn. the Fire Key out ofthe altar, and the dwarves (who
consider the altar a sacred relic ofMoradin) aren’t
Korin recalled other shield dwarves who agreed with
his point ofview and marched back to Mount Illefarn to
reclaim it, only to find their crumbling enclave infested
with orcs. It took Korin’s dwarves three years to send
the orcs packing. During that time, Derval refused to
send aid. Eventually, help arrived from Daggerford in
the form ofsome adventurers, who also helped Korin
deal with a group ofbandits led by a necromancer
named Kelthas, who was polluting the River Delimbiyr.

SETHESTAGE?Sf

willing to let the wizards relocate it. The altar has ILLEFARN
proven both impervious and defiant. and the Red Wiz
ards are rapidly running out oftime and patience. Mount Illefarn is named after an ancient empire of
elves that fractured into three smaller kingdoms
The Party’s Goal roughly 2,500 years ago. Although the empire is no
more, the mountain has kept its name and is cur-
By now, the characters should realize that the Red rently home to the Ironaxe clan of shield dwarves
Wizards ofThay are after four elemental keys, and and the Clotskull tribe of orcs.
that the Fire Key is hidden somewhere below Mount
Illefarn. The characters might have a strong desire to In the course ofits investigation, the rakshasa
retrieve the other keys as well, two ofwhich (the Water learned that one ofArvik Zaltos’s apprentices is a trai
Key and the Earth Key) narrowly escaped their grasp. tor. This apprentice was hoping to obtain the Fire Key
and flee with it. The apprentice, Skannon Tolker, has
The characters have a real shot at keeping the Fire been confined and placed under heavy guard; how-
Key out ofthe Red Wizards’ clutches (see “The Fire ever, Nadir is convinced that she was not involved in
Key” below). However, this adventure is, first and the theft ofDerwin’s hammer.
foremost, intended to be a memorable dungeon crawl
with lots offun roleplaying opportunities. The party’s When the rakshasa read King Korin’s mind, all it
true goal is to meddle in the Red Wizards’ affairs and could sense were the mad delusions ofa withered old
deliver a message to Szass Tam: Daggerford is ready fool who thinks he’s the ruler of a vast and bright king-
and able to defend itselfagainst the Red Wizards’ evil dom ofdwarves. Nadir doesn’t know that the dwarven
plots and incursions. This adventure is also an oppor king has lucid moments during which he remembers
tunity for characters to solidify their local reputations where he hid his brother’s hammer and why.
and strengthen their ties to various non-evil NPCs, Sir
Isteval in particular.

The Fire Key

The last ofthe four elemental keys is sealed inside a
seemingly indestructible, anvil-shaped altar that the
dwarves regard as a relic oftheir faith in Moradin. In
fact, evil elemental cultists originally crafted the altar
for the worship oflmix, and its presence in the temple
ofMoradin is a desecration.

The altar was brought to Mount Illefarn by a shield
dwarfnoble named Derwin. To obtain the Fire Key,
one must strike the altar oflmix with a magical
warhammer that Derwin recovered along with the
altar. After Derwin died, the hammer was buried with
him. However, someone recently removed it from Der
win’s crypt and hid it elsewhere.

The thiefis actually Derwin’s brother, King Korin
Ironaxe himself. Although age has left him decrepit
and delusional, Korin has flickers oflucidity, and the
only thing he hates more than his older brother Derval
are evil necromancers! The Red Wizards think the
foolish old king harmless, and he intends to prove
them wrong.

\ Nadir’s Role

* Determined to help the Red Wizards accomplish
their goals, Nadir the rakshasa has assumed the
\“k\ form ofArvik Zaltos and traveled to Ironaxe Halls
to help Arvik’s apprentices locate Derwin’s hammer
II and obtain the Fire Key from the altar oflmix (see
I III “The Fire Key” above). Nadir believes that someone
\ 1\14 in Ironaxe Halls is hiding Derwin’s hammer, so the
rakshasa has been reading minds, looking for the thief
\ (or thieves) responsible.

PART 1: LONG LIVE KILLING NADIR

THE KING It’s possible that Nadir might be killed in the course
ofthis adventure. That’s okay. Nadir’s corrupt soul is
This part ofthe adventure assumes that the characters banished to the Nine Hells for a time, but eventually
return to Daggerford after their harrowing exploration is released and sent back to the world with fiendish
ofthe Ambergul crypts in the previous adventure. If purpose.
the characters head straight to Mount Illefarn instead,
skip to Part 2: Ashes oflllefarn (page 71). If its soul is banished to the Nine Hells, the
rakshasa convinces its infernal masters to send it
Wildfire! back to the world to complete a task ofgreat import.
The characters won’t have a means to permanently
When you’re ready to begin the adventure, read the destroy Nadir until the next adventure, which begins
following boxed text to the players. It assumes that one year after “The Fall oflilefarn” concludes—plenty
the characters were successful in their quest to find oftime for the rakshasa to return to DaggerFord and
Darwa Dalion in “The Cursed Crypts ofAmbergul.” If carry out its fiendish plot.
the characters haven’t completed that adventure, or if
they failed to bring Darwa tojustice, skip down to the For more information on Nadir’s ultimate goal,
third read-aloud box in this section. see “Dragonspear Castle” (page 1 09).

The people ofDaggerford know a good thing when You follow several guards as they skirt around the
they see it. Folks wave as you pass by, and occasion- duke’s estate to the east wall, atop which you see
ally someone will buy you a drink, toss you a freshly a line ofsoldiers, their hands pressed atop battle-
baked roll, or point you out to a young child or ments, their eyes looking outward. You clamber up
unwed sibling. The town isn’t much to look at, but a flight ofstone steps to the crowded parapet, where
the hospitality ofits citizens is second to none. an extraordinary view awaits you. The Delimbiyr
River snakes toward the eastern horizon, flanked
Captain Sherlen Miller ofthe town guard by golden fields, green pastures, vast orchards, and
approaches you in the street. “Hey! You owe me a rustic cottages. The sky far to the east ofthe Shining
new sword! Vale has turned a bright, hazy orange.

For more information on Captain Sherlen Miller, see “Must be a wildfire!” shouts one ofthe guards.
page 138. Give the characters a chance to react before
proceeding. Ifthe characters ask what lies beyond the valley to the
east, a nearby guard replies, “An old forest haunted by
The captain breaks into a wide smile. “Just kiddin’! witches and wood elves!”
I was hopin’ to catch that Red Wizard, what’s-her-
name, and get the reward. Guess you beat me to Ifthe characters ask about Laughing Hollow’s prox
it! I hear Lady Morwen has planned a feast in your imity to Mount Illefarn, Captain Miller replies, “Yeah,
honor. Lucky bastards. Say, my shiftjust ended. How you gotta go through Laughin’ Hollow to get to Illefarn.
‘bout I buy you a drink and—” They’re close, that’s for sure.”

The captain is interrupted by the approach There’s nothing more to be done at this point. The
ofanother guard whose scowl appears genuine. captain tells the other guards to resume their duties
“Cap’n! Cap’n! They need you on the east wall!” then informs the characters that she needs to “wake
the sergeants and start sendin’ out patrols.” She hopes
“Aw, did Hengus get drunk and fall over the bat- to catch up with them later, but for now the characters
tlements again?” are free to go about their business.

“No, ma’am. The whole sky’s turning orange!” Word ofa possible wildfire to the east puts the town
on edge, but apart from sending out more patrols, little
Captain Miller follows the guard across town, to the can be done. The eastern sky remains lit up through-
top ofthe east wall. The characters are free tojoin her. out the night and the following day. After that, a black
As they approach the east wall, read: shroud hangs over the eastern horizon, and patrols on
horseback begin to return with news ofa raging forest
fire in Laughing Hollow.

I

Dinner with the Duke :

Up to this point in the campaign, the characters have 1*
enjoyed very little interaction with Duke Maidwyn
Daggerford, but that’s about to change. It seems Lady Morwen has forsaken the traditional
dinner gown andjewelry in favor ofan orange silk
The duke’s older sister, Lady Morwen, has learned blouse and tan leather pants, and her white hair
about the characters’ exploits and wants to meet them. is cropped short. Although she has the poise and
She has planned a meal in their honor. Duke Mald stillness ofa true noblewoman, her stride belies
wyn isn’t happy about it; he doesn’t trust adventurers military training. “My brother will be delighted to
any farther than he can throw them. see you,” she says. “He wasn’t sure you’d accept our
invitation, but I reminded him that not every day is
As Captain Miller said, you have an invitation to an adventure.”
join Duke Maldwyn Daggerford and his sister,
Lady Morwen, for dinner. Ifnothing else, it would Lady Morwen makes small talk as she leads her guests
be interesting to hear what they have to say about to an upstairs dining hall, where Duke Maidwyn has
recent events. already begun indulging his vices.

Characters who were born and raised in Daggerford Seated next to a tall window overlooking the castle
or the surrounding vale know that Duke Maldwyn courtyard is Duke Maldwyn Daggerford, a hand-
Daggerford, is a fair andjust leader who often shows some man with a face that has not yet seen middle
concern for the welfare ofhis people. He is known to age, his neatly trimmed beard showing no signs
be a connoisseur ofgood food and wine. ofgray. Joining him for drinks are three other
men—Lord Floshin, Sir Isteval, and the duke’s half-
While praise for the duke seems faint, it’s more elfhuntmaster, Kelson Darktreader. All four are
than what the average citizen gives to Lady Morwen. dressed in their finest clothes. As the duke, Kelson,
People who don’t know her well think she’s a stern, and Lord Floshin rise to greet you, Isteval nods
humorless woman, when in fact there’s more to her politely but remains seated, one hand resting on the
than meets the eye. Those who know her well, includ pommel ofhis cane.
ing Sir Isteval, believe that she’s a natural leader and
much better equipped to rule Daggerford than her The duke sips from a glass ofwine, gestures
brother, who prefers a fine wine more than the hur toward the window, and smiles. “Our view is to the
dens of responsibility. west this evening, but it seems we have trouble to
the east. I say we forget about it for one night and
Ifthe characters accept the dinner invitation, a enjoy ourselves! What do you say?”
well-dressed valet escorts them to the duke’s castle,
where a handful ofguards in ducal livery stand
at attention. Ifone or more characters are openly
carrying weapons, the valet asks them to leave said
weapons in the guards’ care until the characters are
ready to depart. Ifthe characters refuse, the valet gets
flustered until Lady Morwen arrives to dull the edge:

“Ifour guests wish to festoon themselves with
weapons, who are we to question their customs?”

Lady Morwen has no problem entertaining armed
guests. She adds, dryly, “I myselfhave a dagger hidden
under my blouse.” (This is clearly meant as ajoke.)

68 ART1:NGLIVEHEKiNG

As servants begin laying food on the table, footmen petition to keep Darwa alive ifthey think she might be
seat Duke Maldwyn and Lady Morwen at opposite useful, in which case the duke grants a stay of execu
ends ofthe dining table. Lord Floshin, Sir Isteval, tion and orders the Red Wizard remanded to their
Kelson Darktreader (see page 136), and the characters custody ifthey so desire. His Grace is reluctant to loan
fill chairs along the table’s sides. them horses until Morwen reminds him that time is of
the essence. The duke graciously yields to his sister’s
The characters are given the latitude to speak freely, “divine wisdom.” smiles drunkenly at the heroes. and
and the duke does his level best to remain interested tells them, “You owe me one.” Morwen says nothing,
in their ramblings, although with every glass of wine, but she is clearly appalled by her brother’s behavior
it becomes more ofa strain to be polite. Morwen and and draws the evening’s festivities to a close as quickly
Isteval do their level best to head off arguments before and politely as possible, much to Kelson’s relief.
they happen.
Isteval’s Lead
Each ofthe five NPCs has come to dinner with a
specific agenda: As the evening’s reverie concludes, Isteval takes the
characters aside.
+ Duke Maldwyn likes to feel safe in his home, and if
the adventurers can help keep Daggerford safe, he’s “Mount Illefarn was abandoned by the shield
happy to let them carry on about their business. He dwarves centuries ago, by order oftheir king, but
has no interest in being their friend, however. apparently a group of dissident dwarves led by the
king’s brother reclaimed and repopulated their
+ Lady Morwen doesn’t like mercenaries, but if the ancestral home years later. Among the things they
characters are kind and motivated by something brought with them was an altar shaped like an
other than greed, she will bend over backward to anvil, which I suspect most or all ofthem mistook
keep them happy and may, in time, learn to like as a relic ofMoradin. I’m betting that’s where the
them a great deal. Fire Key is hidden.

4 Lord Darfin Floshin wants to discuss an important “Before you run offto Mount Illefarn, you’ll need
matter. While repairs to his estate are “well and your weapons sharpened and your armor repaired.
truly underway,” he is seeking the duke’s permis I’ve contacted Derval, the dwarfblacksmith, and
sion to turn part ofhis refurbished estate into an told him to expect you in the morning.”
asylum for mentally ill nobles. “Waterdeep has
more than its fair share ofthem, I’m afraid,” he says Have the characters make a DC 12 Wisdom check.
in all seriousness. Floshin hopes Isteval will support Any character that succeeds at the check knows Isteval
the plan. is speaking in code; he wants the party to visit Derval,
but not for the reasons he suggests.
+ Isteval is here at Morwen’s request, to keep the
adventurers in check in case Maldwyn says some- Through his network ofspies and operatives, Isteval
thing foolish to provoke them. Isteval uses the has obtained information about Mount Illefarn’s his-
opportunity to provide characters with some help- tory, up to the point when the Clotskull orcs arrived
ful information (see “Isteval’s Lead” below). The (see “Setting the Stage” on page 65). With the aid of
paladin is surprised by Lord Floshin’s request and divination magic, he also learned about the anvil-
doesn’t think an asylum is what Daggerford needs shaped altar containing the Fire Key.
right now.
Dwarfcharacters born and raised in the area
+ Kelson Darktreader was a last-minute invite. The probably know that King Derval Ironeater retired to
duke felt he needed protection in case the adven Daggerford. They also know that members ofhis clan
turers proved untrustworthy. The taciturn Master are scattered up and down the Sword Coast, and that
ofthe Hunt doesn’t say a word unless spoken to Derval has a few family members living with him.
directly, and he rarely says more than one or two
words even when prompted to speak. His spends Ifthe characters visit Derval as Isteval suggests,
the evening looking forward to its end. proceed with the next section.

At the risk ofincurring looks ofdisapproval from Lady King of the Ironeaters I
Morwen and Isteval, and in light ofLord Floshin’s
recent misfortunes, Duke Maldwyn grants the noble’s Derval Ironeater and his family came to Daggerford
request to open an asylum but insists that Floshin pay over two hundred years ago after abandoning their
a tax on each committed patient. “We can use the home beneath Mount Illefarn (see “Setting the Stage”
Waterdhavian gold to buy new armor for our guards,” on page 65). The dwarfking is so old that no one
the duke says with a satisfied grin. knows what year he was born, and thick cataracts have
turned eyes that once glittered like emeralds into blind
Ifthe characters brought Darwa Dalion tojustice in white orbs.
the last adventure, the duke assures them that the Red
Wizard will be hanged for her crimes. Characters can

-

PART 1: LONG LIVE THE KING69

Derval is highly regarded in Daggerford, but it’s the “Holy horseshoes!” one family member exclaims. “I
younger members ofhis family who keep his business just assumed he’d live another five hundred years!”
running. Despite being hailed as one ofthe greatest
blacksmiths in Delimbiyr Vale, Derval spends nearly Because he died ofnatural causes, Derval cannot be
all day sitting in an iron chair welded with iron lifting raised from the dead. However, characters can com
rods so that family members can carry him around. municate with his spirit using a speak with dead spell. If
He hasn’t picked up a hammer in almost one hundred they don’t have the spell, they can visit one ofthe local
years, nor is he likely to anytime soon. temples and make a modest donation (at least 50 gp)
to have it cast for them. Derval’s family have misgiv
A storm front is moving in. Even as Daggerford ings about disturbing Derval’s spirit but won’t object if
basks in the morning sun, you see dark clouds a character convinces them it’s important with a suc
creeping in from the west. cessful DC 15 Charisma check.

The wind begins to pick up as you enter Der A speak with dead spell allows its caster to ask Derval
val’s smithy. You see a gaggle ofdwarves at work, up to five questions. The dwarfking’s spirit speaks
hammering iron and crushing bellows. Smoke and truthfully but keeps its answers brief. The spirit is
soot fill the air. You finally catch sight of Derval—a willing to share the following information (additional
blind, thin husk ofa dwarfsitting in an iron chair information is given in brackets in the event the char-
tucked in a corner. acters ask follow-up questions).

When you introduce yourselves, the ancient What can you tell us about Mount Illefarn? “My
dwarfreplies, “Isteval may be young, but he’s no old stomping ground. Not much left. Once-great halls
fool. He thinks you’re destined for great things. full ofdust and beldarakin.” (Derval is referring to his
brother’s “clan.” Anyone who speaks Dwarvish knows
“Before you head offto Mount Illefarn, there that beldarakin means “treacherous creatures.”)
is stuffyou need to know. Come closer, my young
friends. Let me tell you my secrets.” What can you tell us about the inhabitants?
“Korin and his kin chose to ignore my decrees. I know
Derval Ironeater doesn’t say another word. He just not what has become ofthem, nor do I care.” (Derval
stares offinto space, mouth agape. is referring to the eldest ofhis two younger brothers,
Korin, the uncrowned “king” ofMount Illefarn.)
Characters who check Derval realize he’s dead.
Careful examination ofthe corpse and a successful Any defenses we should know about? “It’s been
DC 10 Intelligence check confirm that Derval died so long since I last walked those halls. I can barely
right before their eyes from old age (heart failure). This even remember what the inside looks like.”
discovery takes all ofthe dwarfworkers by surprise.
Do you know anything that might help us?
“Find Alagarthas. He lives in Laughing Hollow an’
might be able to help you. His father is Melandrach, a
great elfking.” (Kelson Darktreader is the only living
soul in Daggerford who knows ofAlagarthas, and he
loathes the elfprince for reasons he won’t discuss.)

Anything else? “The owls are not what they seem.”

(This phrase has special meaning to Korin Ironaxe.

Derval won’t explain what the phrase means. He
expects the characters to figure it out once they con-
front his long-lost brother under Mount Illefarn; see
area 26 on page 90 for details.)

Development

Derval’s family takes three days to decide where to
bury the dead king. Once family members arrive at
the conclusion that Daggerford was Derval’s one true
home, the dwarves get permission from Duke Mal
dwyn to build a tomb under a hill east oftown that
overlooks the Delimbiyr River. Ifthe characters are
lucky, they’ll get back from Mount Illefarn after the
funeral but before the big party the Ironeaters plan to
throw in Derval’s honor (see “Free Ale for Everyone!”
onpage 108).

RT 1: LONG LIVE THE KING

PART 2: ASHES OF A cold front blows across the Vale, giving the
summer air a faint chill. A storm is sweeping in
I LLEFARN from the coast, and you see farmers and peas-
ants scrambling to finish their chores before the
In Daggerford, characters can secure horses from rain comes. They pay you little heed as you follow
Duke Maidwyn and follow the Delimbiyr River east the Delimbiyr River east toward a black, smoky
toward Mount Illefarn. It takes one day on horseback horizon.
to reach the perimeter ofLaughing Flollow, a wood-
land realm devastated by wildfire. It takes half a day The overland trip is best handled using exploration
to cross the charred wasteland to an old rock quarry turns, described below.
carved into the base ofthe mountain. Therein lies
the main entrance to the dwarven enclave of Ironaxe Exploration Turns: The journey to Mount Illefarn
Halls. Two other entrances are hidden, but if Thord can be handled using exploration turns. An exploration
is with the party, he can lead characters to them (see turn is 1 hour long, and during each exploration turn,
page 53 for more information on this NPC). check to see ifa random encounter occurs (see “Wilder
ness Encounters” below). To expedite the journey, you
Ifthe characters do not to return to Daggerford can increase the interval ofthe exploration turns and
after their exploits in the previous adventure, they check for encounters every 3 or 4 hours instead.
probably don’t have horses. Ifthey wish to avoid Dag
gerford, their best option is to approach the river east Wilderness Encounters
oftown and either beg, borrow, or steal a boat from
one ofa handful ofcottage owners along the river’s During each 1-hour exploration turn, roll a d20. On a
south shore. They can use the boat to cross the river or result of 17-20, the characters have a random encoun
travel up the river. It takes three days to reach the edge ter. To determine the specific encounter, roll a d12 and
ofLaughing Hollow by either route. a d8, add the results together, and consult the table
below. Ifyou wish to keep the encounter easy, roll 2d6
Trip to Mount Illefarn instead. You may also select the encounter instead of
rolling randomly.
Ifthe characters ride to Mount Illefarn on horses, read:
Many ofthe encounters with hostile monsters can
With a storm at your backs, you travel east across be avoided ifthe characters are riding horses, since
the valley, following the Delimbiyr River toward a very few monsters can keep up. A few ofthe encoun
horizon black with smoke. Along the way, you pass ters on the table below aren’t monsters at all, but
farmers and peasants who have no comprehen rather places that adventurers can explore or friendly
sion ofthe danger toward which you ride. They are NPCs with whom they can interact.
simply vexed by your armor, weapons, and urgency.
The burning ofLaughing Hollow has driven a lot of
Ifthe characters walk to Mount Illefarn or travel wildlife from the forest south. Consequently, the fol
upriver in a boat, read: lowing encounters can occur regardless ofwhere the
characters happen to be on the map.

j

DELIMBIYR VALE AND LAUGHING HOLLOW Friendly Peasants: The peasants are a mix of adults
ENCOUNTER TABLE and children. They have little to offer besides shelter,
d12+d8 Encounter and meager accommodations at that.

2 Ancient ruin* Werewolves: These creatures moved into an aban
3 ld4ankhegs doned cottage and are disguised as commoners. They
4 2d6 bugbears offer shelter, hoping to kill the heroes in the dead of
5 Cottage* night, but they are otherwise hesitant to blow their
6 ld6giantspiders cover or attack a well-armed group.
7 1d6 horses*
8 ld6centaurs* B8beaurs: The bugbears recently killed and ate the
cottage’s former occupants.
9 1 owlbear
1 0 Daggerford patrol* Horses: These wild horses can be caught and
11 2d6 wood elves* ridden. A character hoping to tame a horse must suc
12 2d6 goblins riding dire wolves (worgs) ceed at a DC 12 Charisma check. Ifthe check fails, the
horse runs away; otherwise, it allows the character to
13 1 bulette approach without bolting. Another check is required to
make the horse go where the character wants it to go.
14 1d4 fire elementals
15 3d6 gnolls and 1 gnoll pack lord Centaurs: The centaurs were forced to abandon
their forest glade, but they don’t know who or what
16 ld6hillgiants started the fires. They are on good terms with Alagar
thas, the elfprince. Ifthe characters seem interested
17 ld4manticores in finding him, the centaurs offer to help. With the
18 ld4treants* centaurs’ assistance, the characters locate Alagarthas
in 1d4 exploration turns. The elves can also be per-
19 1d6 trolls suaded to escort the party to the foot ofMount Illefarn
20 1 green dragon* while avoiding danger along the way; as long as the
elves remain with the party, random encounters occur
Wilderness encounters marked with an asterisk (*) are only on a result of 19-20 (instead of 17-20).
special and described below.
Daggerford Patrol: A typical Daggerford patrol
Ancient Ruin: The characters discover a ruin con- consists of 1d6 human warriors riding horses.
sisting oflittle more than a few moss-covered walls
and broken pieces ofstatuary. Characters who search (
the site find clues (bits ofpottery, chiseled elven runes,
crumbling sundials, stone arrow heads, and other f/* :
evidence) that tell something ofthe ruin’s history. A
character well versed in history can, with a successful /7
DC 20 Intelligence check, ascertain the truth. <z

The ruin might be the remains of an elven outpost /,
destroyed during the Crown Wars or a keep that fell
with the empire oflllefarn (making it extremely old),
or it might be the remains ofsomething more recent,
such as a primitive orc fortification or a crumbled
estate harkening back to the Barony ofthe Steeping
Falls, which was founded in 133 DR (the Year of the
Arduous Journey) and fell to ruin in 403 DR (the Year
ofthe Black Dagger).

Ancient ruins tend to attract monsters and curious
passersby. Ifthe characters linger in the ruins for more
than an hour, feel free to stage an encounter here.

Cottage: The characters come upon a crumbling
stone cottage with a sagging thatch roof. Roll a d12
and consult the following table to determine what, if
anything, lives in the cottage.

dl 2 Cottage Occupants

Abandoned

1d6 friendly peasants (human commoners)

1d6 werewolves (in human form)

2d6 bugbears (squatters)

2: ASHES OF LLEFARN
2,/%%%<ART
\

Wood Elves: The elves are furious at being driven You’ve heard the stories that tell ofan eerie, shad-
from their home in Laughing Hollow. A character can owed place—a forest ofancient trees with crowns to
attempt to earn the elves’ trust by succeeding at a DC humble the mightiest kings. Even in daylight, the
15 Charisma check. Ifthe party includes an elf, the shade from these elder trees would create a per-
character gains advantage on the check. petual twilight effect—an idyllic home for elves and
other sylvan creatures.
Ifthe characters earn the elves’ trust, they can per-
suade the elves to help them locate Alagarthas (see What you see before you is nothing like what
“The ElfPrince” below). With the elves leading the you imagined. Instead of a sylvan forest, you behold
way, the characters locate Alagarthas in 1d4 explora a charred wasteland full ofash and embers. The
tion turns. The elves can also be persuaded to escort smoldering skeletons oftrees resemble giant black
the party to the foot ofMount Illefarn while avoiding claws erupting from the scorched ground. Boiling
danger along the way; as long as the elves remain with ponds and small fires dot the landscape, and above
the party, random encounters occur only on a result of it all hangs a smoky black shroud that blots out the
19-20 (instead of 17-20). hills beyond. Only the dark and looming silhouette
ofMount Illefarn is visible through the haze.
The elves don’t know what set offthe wildfires
that destroyed their homeland, but they expect to be As you head north toward the mountain, light
around by the time the forest has recovered. rain begins to fall. Looking back the way you came,
you see thunderclouds creeping up behind you.
Treants: These ancient creatures are not hostile.
Wildfires drove them from their grove in Laugh- The wildfires that swept through Laughing Hollow
ing Hollow. They describe creatures offlame” (fire were merciless, leaving no corner untouched. A few
elementals) moving through the forest, burning every- fire elementals scour the wasteland (see “Wilderness
thing in their path. The treants don’t know where the Encounters” above), but it’s unclear whether they’re at
elementals came from or ifthey started the wildfires. fault or ifthey were somehow spawned by the inferno.

Green Dragon: The characters encounter Chuth Players might think the wildfires are the work of
evil forces somehow tied to their quest for the Fire Key.
(pronounced chooth), an adult green dragon. The They might even suspect Imix’s involvement. In this
case, the mystery is more important that the truth, and
dragon is lurking in a stand oftrees, and when it sees the truth is, Laughing Hollow had plenty of secrets
the party, it turns invisible (using an invisibility spell) both magical and mundane—too many for survivors to
and closes in. Chuth has a taste for elves; ifthe dragon know for certain what triggered the blaze.
sees an elfin the party, he attacks the elf. Ifthe party
contains no elves, he swoops invisibly over the charac The wildfires have mostly burned out, and with the
ters’ heads to startle them and their horses, then flies coastal storm moving inland, there’s no risk ofthe fires
off. Mounted characters must make a DC 10 Dexterity spreading to Delimbiyr Vale or Daggerford.
saving throw. Failed Save: The character falls offhis or
her mount and lands prone, taking no damage. At any point during the party’s “stay” in Laughing
Hollow, they may encounter Alagarthas the elf prince
IfChuth takes 30 damage or more from the party, (as described below).
he flies away in a huff. The dragon makes a return
appearance at the end ofthe adventure (see “Part 4: FortS+ e’o+ 4ec+e4 oe’i
Dragon’s Rain” on page 106).
ovtrn4 w,. I4e.ce
Laughing Hollow
4eciSeon +o urri i+ 4oWri.
When the characters come within sight of Laughing
Hollow, read:

73

The Elf Prince

Alagarthas is a royal-blooded elf, a descendant of the
ancient kings ofMiyeritar. His father is Melandrach,
the elfking ofthe Misty Forest, who has a long and
illustrious history in these parts.

Alagarthas believes he would be the heir appar
ent to the kingdom ofMiyeritar ifhis ancestors hadn’t
“let everything collapse into ruin.” It bothers him that
great leaders such as his father are satisfied with forest
kingdoms, when in the days ofancient Illefarn, elven
nations stretched from the sea to the distant horizons
ofthe north, south, and east. Alagarthas wants to res
urrect ancient Illefarn and rule it as king, and toward
that end, he’s emerged from his father’s shadow to
form alliances with wood elves scattered up and down
the Sword Coast.

Ofcourse, what Alagarthas feels he’s entitled to and
what he deserves are two very different things. He
has a lot to prove. As the characters make their way
through the smoldering ruins ofthe forest, they stum
ble upon the haughty elfprince and some ofhis wood
elf friends.

Through the rain and the smoke, you see more the wildfires on fire elementals and lead his compan
than a dozen dark shapes that turn out to be elves ions alongside the adventurers to Mount Illefarn.
covered in soot. They form an arc in front ofyou,
but appear more weary than hostile. A steady voice Alagarthas might one day make a fine leader. He
addresses you in Common. “I don’t suppose you certainly has the breeding, the intelligence, and the
know who did this?” charisma, not to mention superior fighting skills. To
demonstrate what he’s capable of, he’s willing to use
The voice belongs to Alagarthas the elfprince, who his forces to create a diversion, luring enemy orcs out
isjoined by 18 wood elves (see page 233 for their ofMount Illefarn so that the characters can enter
statistics). unmolested.

Alagarthas came to Laughing Hollow to get away Development
from his father’s woodland court and make a name
for himself. Although he’s “deeply saddened” by the Ifallowed tojoin the party, Alagarthas splits his
loss ofthe forest in Laughing Hollow, it’s not his home warband in two. He tells nine wood elves to “continue
that burned to the ground. The wildfires have afforded the search, and let others know ofthe great quest we
Alagarthas the perfect opportunity to demonstrate his have taken up!” He keeps the remaining nine with
natural leadership ability. Since the fire, the prince him, and then tells the characters to “lead the way.”
and his new friends have been scouring the forest for The prince is prepared to play by the adventurers’
survivors and attempting to ascertain what happened. rules, but ifthe characters ever find themselves vexed
by indecision, the elfprince steps in to make the call.
Ifthe characters speak to Alagarthas oftheir quest,
he sees yet another opportunity to forge his destiny Alagarthas’s kindness only extends so far. If the
by helping them—not because he cares about the Red characters treat him (and, by extension, his fellow
Wizards ofThay or their evil schemes (“Thay is a thou- wood elves) poorly, he has no compunctions about
sand miles from here!”) but because he thinks he can leaving them to complete their quest alone.
befriend the dwarves ofMount Illefarn and gain some
powerful dwarven allies. Neither Alagarthas nor the Alagarthas can’t remember the names ofall the
elves in his company know that the Ironaxe dwarves elves in his remaining retinue, but the six men are
are pariahs, and that helping them is likely to antago named Beiro, Daruach, Ganalan, Lovain, Maingalad,
nize every other dwarven clan from Secomber to and Tarthagal; the three women are named Antarra,
Mirabar! Jelenneth, and Ulaqui.

Alagarthas doesn’t care about the why’s and what-
for’s ofthe party’s quest, and he’s tired ofsearching for
missing elves and wounded bears. He’s ready to blame

/

i’9 I

, i\’

\:ZZ< \ Ez:;-

:\

PART 3: IRONAXEHALLS to mate with the dwarfprisoners and repopulate the
tribe. The orcs were content, the dwarves less so.
The Ironaxe dwarves were in decline when the
Clotskull orcs stormed their hallowed halls two It took the Ironaxe dwarves a long time to adjust to
decades ago. Hunted by elves, the orcs were looking their new way oflife—the notable exception being King
for a place to hide. They thought the shield dwarves Korin himself, who never really came to grips with
had abandoned Mount Illefarn long ago. what happened. The realization that he’d failed his
clan on all fronts gradually drove Korin mad.
The dwarves put up a fight, but the orcs simply
overwhelmed them. Still, many Clotskulls died in the Today, the Clotskulls are a tribe oforcs and
conflict. King Korin Ironaxe offering his enemy a safe half-orcs ruled by Prook’s successor, a domineering
haven, treasure, and food in exchange for his clan’s ettin named Harglevargle. The dwarves remain the
freedom. Prook, the orc chieftain, wasn’t particularly orcs’ prisoners. The resentment that the dwarves bear
bright, but he understood that his tribe and Korin’s toward their captors is couched by the love they pos
“tribe” were both on the verge ofextinction. Instead sess for their half-orc children. Without a strong king
ofagreeing to Korin’s plan, Prook ordered his orcs to back them, they feel powerless to oust their orc
captors and believe in their hearts that the destinies
ROLEPLAYING ofthe Ironaxes and the Clotskulls have become hope-
DARWA DALION lessly entwined.

Darwa “Boo Boo Doll” Dalion is a short, pudgy The Quarry
woman in her late 20s, with a shaved head and
beady black eyes. She lived in Daggerlord for years, As the characters approach the foot ofMount Illefarn,
pretending to be a doting midwife and herbalist, read:
and knows how to play nice and keep her true goals
hidden. Darwa does nothing to provoke her captors Mount Illefarn rises above the foothills like a giant
and does everything she can to help them, until among dwarves, a dark and brooding mound of rock
such time as she gains the upper hand. She has no with pine treesjutting from its timeworn slopes.
compunctions about killing her captors, particular if Carved into the mountain’s foot is a sprawling
it means escaping the hangman’s noose that she can
already feel tightening around her neck.

For more information on what Daiwa knows, see
pages 62-6 3.

75

I

1\

/ ‘N

The distance from the edge ofthe charred forest to the rock around them and prevent further collapses.
lowest tier ofthe quarry is roughly 250 feet. Orc sen
tries are usually posted throughout the quarry, but the (This work is ongoing as the Red Wizards continue
wildfires and smoke have driven them inside, leaving
the entrance poorly defended. to inscribe new circles.) However, there’s a weak-
ness in these circles that characters can exploit: If
The quarry resembles a giant set ofstairs, each step a circle is defaced, it not only ceases to function but
50 feet higher than the one below it. also sends out a magical “pulse” that actually causes
the dungeon around it to collapse—a fact that a char-
Entrances: The main entrance to Ironaxe Halls acter with knowledge ofarcana or forbidden lore can
ascertain with a successful DC 10 Intelligence check.
(area 1) is on the lowest tier. However, there are secret Clever characters can use these collapses to selec
tively destroy parts ofthe complex.
entrances on the two tiers above that (areas 31 and 43,
respectively). Magic Circles: The magic circles created by the
Red Wizards are 20 feet in diameter and carved into
The secret entrances are hidden behind rubble and the floor. An intricate series of symbols empowers
impossible to spot from a distance. Even characters each circle, stabilizing the rock around it while absorb-
searching the vicinity have a hard time finding them ing the energy from earth tremors and quakes.
unless they know exactly where to look. Ifthe charac
ters have Thord with them (see page S3), he can show To disable a circle, a creature must use an action
them where the secret entrances are located. He is to deface one or more ofits arcane symbols (which
especially inclined to show them the secret door to the can be chiseled away) or cast a dispel magic spell on
middle level, since that’s closest to where he expects to the circle, which causes the circle to release its stored
find his son, Grit (see area 29). energy. Either act triggers a collapse at the end of the
creature’s next turn.
\ Dungeon Collapses and
Magic Circles The collapse triggered by a disabled circle begins
\k:D\ with a deep rumbling, followed by dust and bits of
Over the years, earthquakes have weakened the struc stone falling from the ceiling. It ends spectacularly as
1I tural integrity ofthe tunnels and chambers under all tunnels and chambers within SO feet ofthe dis
I1 Mount Illefarn. The three-level dungeon complex abled circle (5 squares on the map) fill with rubble
I LII dubbed “Ironaxe Halls” is completely cut offfrom what- and become impassable. Any creature in the area
ever’s left ofthe old dwarven city, and the lingering when the ceiling finally collapses is buried and killed
t\I\411 dwarves, so few in number, have done little to make beneath the weight ofthe mountain. A mobile crea
their home safe. Consequently, the entire dungeon (or ture within 10 feet ofa safe location can make a DC 5
large sections thereof) could collapse at any time. Dexterity check to reach that location; otherwise, it is
crushed and killed.
To make the dungeon safe while they search for
the Fire Key, the Red Wizards ofThay have inscribed A collapse on one level ofthe dungeon does not
magic circles in various chambers to stabilize the affect other levels, as they are far enough apart.

ROLEPLAYING THE ROLEPLAYING THE
CLOTSKULL ORCS IRONAXE DWARVES

The Clotskull orcs are brutish bumpkins. A long The Ironaxe dwarves were angry and ashamed for a
tradition of inbreeding has greatly diminished their very long time, but most have come to accept their
intellectual capacity, making them fairly easy to fates. Being lawful creatures, they stand by their king
outwit. A Clotskull orc without a strong leader even as his grasp on reality weakens. Until Korin dies
wouldn’t think to surrender, trusting in its size and or leaves of his own volition, they are trapped under
strength to overcome any threat. Mount Illefarn anyway, with or without the orcs.

The half-orc members of the tribe are a little The Ironaxe dwarves have been unable to pro-
smarter and have better survival instincts. create on their own, and they fear that Moradin has
cursed them. The dwarves try to impress their values
Ifthe characters manage to charm or incapacitate upon their half-orc children before they are taken
an orc, it can reveal the following useful information: away and trained by the Clotskull orcs.
+ Harglevargle, a “two-headed giant,” is chief of
The dwarves know their history (see “Setting the
the Clotskull tribe. Stage” on page 65) as well as the following bits of
+ The Red Wizards have taken over the upper useful information:
4 The Red Wizards control the upper level, which
level. Orcs aren’t allowed up there.
4 The Red Wizards are looking for a weapon is guarded by undead creatures.
4 The Red Wizards’ leader is Arvik Zaltos, a human
called Derwin’s hammer, but they can’t find it.
4 To open the iron safes, you need iron coins (see with serpent tattoos. Arvik is searching for Der
win’s hammer, which was stolen from Derwin’s
“Iron Safes and Iron Coins” below). tomb (area 35). Meanwhile, Arvik’s apprentices
+ Korin Ironaxe, the ancient dwarf king, is on the have been inscribing magic circles throughout
the dungeon. The circles are designed to keep
middle level (area 26). Ironaxe Halls from collapsing, and they appear
to be working.
Characters who speak with orcs might learn some 4- Arvik recently locked one of his apprentices—
oftheir names. Sample names are included below. the human woman, Skannon—in a cell (area 23).
+ To open the iron safes in Ironaxe Halls, you
Male Orc Names: Amok, Drek, Hrax, Krog, Lunk, need iron coins (see “Iron Safes and Iron Coins”
Rulk, Shag, Thulk, Ulaag, Verk. below). King Korin hoards several of them.
4 Some believe that King Korin is possessed by
Female Orc Names: Brul, Droga, Krumma, Murka, the spirit ofan evil necromancer named Kelthas,
Okk, Pruka, Trulla, Tulug, Vonka. who is driving Korin insane while also keeping
him alive.
Characters must be careful when collapsing sec + The king is confined to his private quarters on
tions ofthe dungeon, not only to avoid burial but also the middle level (area 26). Arvik Zaltos has sta
to avoid becoming trapped behind tons ofrock with tioned an undead guard outside Korin’s door.
no route to the surface. They could die ofstarvation or
suffocation ifthey are reckless. Characters who speak with the dwarves might
learn some of their names. Sample names are
Unfinished Circles: Several areas contain circles included below.
that are incomplete. These circles are not yet fully
empowered, and nothing happens ifthey are defaced Male Dwarf Names: Arum, Bruskyn, Dalmar, Gil-
or dispelled. drul, Hewgarr, Karn, Kerwin, Runok, Telrun, Vylgar.

Elf Reinforcements Female DwarfNames: Dirrinda, Heznir,Jalsalyn,
Krimhyld, Mynkarin, Prismira, Sevishaan, Vora.
Ifthe characters convince Alagarthas and his elves to
accompany them (see “The ElfPrince” on page 74), dwarfnamed Daernora to design a series ofiron safes
you can simplify combat encounters between elves and and then tasked his subjects to embed them in walls
orcs by not making attack rolls and assuming that (a) throughout the dwarven enclave.
the elves kill one orc every round and (b) the orcs kill
one elfevery other round, until one side or the other is The iron safes were built to defy would-be thieves.
wiped out. Alagarthas’s statistics are on page 233, and Each safe is basically a hollow cube of 3-inch-thick
his hit points should be tracked normally. seamless iron, 3 feet on a side, secured behind a
molded iron frame bolted to the surrounding wall.
Iron Safes and Iron Coins
PART 3: RONAXE HALLS 77
Shortly after leading his dwarves back to Mount Ille
farn, Korin Ironaxe realized he had no secure vault
in which to hide his treasure, so he commissioned a

___J=__= . -“

— ------

Most ofthe safes are 2 feet offthe floor, putting their Area Inhabitants
contents within easy dwarven reach. 2 10 orcs and 10 half-orcs
3 5 orcs and 1 orc shaman
The front ofeach safe is a solid iron door with 8 5 orcs and 5 half-orcs
hidden hinges and a coin slot in the middle. Any stan- 9 Harglevargle (ettin)
dard-sized coin can be fed into the slot, but it takes
a special kind ofiron coin to unlock the door. Coins 10 1 ogre, 6 orogs, and 3 half-orcs
that are fed into the slot (including iron ones) drop
into a hollow cavity in the door. The dwarves used to Light: Inhabited areas are lit by 1d4 torches set in
have another type ofcoin designed to open this cavity rusty iron brackets. Uninhabited areas (including tun
nels) are dark.
(so that the iron coins could be removed and reused),
Ceilings: Unless noted otherwise, ceilings through-
but these cavity-opening coins have been lost and are out this level are 10 feet high and flat.
nowhere to be found in this adventure.
1. Main Entrance
Iron Coins: The Ironaxe dwarves minted thou-
sands ofspecial iron coins, but only a few dozen Rusted iron hinges jut from the walls, but the stone
remain. (The rest have been lost or misplaced.) Each doors that hung from them have been smashed to
coin has the image ofa cloven orc skull molded on rubble. A foul odor issues from the darkness, and
one side (a symbol favored by the Ironaxe clan) and a you hear brutish laughter and swearing up ahead.
mountain stamped with the Dwarvish glyph for the
letter “I” on the other (some dwarves believe the “I” The foul odor and voices belong to the orcs and
stands for “Ironaxe,” while others claim “Illefarn”). half-orcs in area 2. Characters who understand Orcish
get the sense that the creatures are playing some
Placing one ofthese iron coins in the slot unlocks sort ofphysical game, while characters with low-
the door ofthe iron safe and causes it to swing open. light vision or darkvision who peer inside can see the
However, the coin is forever lost (see above). inhabitants ofarea 2 quite clearly.

Iron Door: Whenever a safe door is closed tight, it Creatures: Although the entrance is unguarded.
locks automatically. A crank mounted to the inside of any audible disturbance outside attracts 1d6 orcs from
the door allows it to be opened from within. area 2. The remaining orcs and half-orcs follow if and
when battle erupts.
A safe door can be magically opened with a knock
spell, but it cannot be picked open using thieves’ tools. 2. Clotskull Hall
The door and the surrounding framework are also
impervious to most kinds ofdamage, as noted below. The first time characters peer into this hall, read:

Iron Saft Door: AC 20; hp 100; resistant to acid, force, This crumbling hall contains no furniture, just
and necrotic; immune to all other forms ofdamage. If piles ofdebris. A pair ofhalf-orcs are wrestling and
the door is reduced to 0 hit points, 1d6 - 1 iron coins throwing each other around in the middle of the
spill out ofthe cavity within it. hall, surrounded by several more orcs and half-orcs
who are keeping the fight contained while goading
LOWER LEVEL the two combatants.

(AREAS 1—15) All ofthe half-orcs are shorter than their orcish
kin, and many ofthem have bristly beards.
The orcs control this level. They also removed all of
the doors so that sounds ofcombat in one area can be Members ofthe Clotskull tribe gather here to eat, play
heard throughout the entire level. This poses an inter- games, and form hunting parties. Orcs also sleep here
esting challenge not only for the characters but also for at night, on the stone floor.
you, the DM.
Creatures: There are 10 orcs (see page 253 for sta
Reinforcements: Unless the characters are able to tistics) and 10 half-orcs (see page 242 for statistics) in
take out enemies quickly and quietly, any fight on this the room. The half-orcs are the offspring of dwarves
level draws reinforcements from other areas. Thun and orcs and have features common to both races.
derous explosions likewise attract reinforcements.
Creatures in nearby rooms arrive in 1 round, while A battle in this area is likely to draw reinforcements
reinforcements that are farther away show up a round
or two after that. (see “Reinforcements” above), but not immediately.

All creatures inclined tojoin a battle on this level The orcs in area 3 first need to herd the orc children to
are listed below for ease ofreference. There are a area 4, and the occupants ofareas 8 and 10 need time
few creatures on this level that do not respond to to get here. Harglevargle (see area 9) arrives last.
alarms, and they are described in their individual
encounter locations.

S,IOWER LEVEL (AREAS 1-15)

\\



Treasure: The halforcs have no treasure, but each Magic Circle: See “Dungeon Collapses and Magic
orc carries a pouch containing 3d6 cp, 2d6 sp, and Circles” (page 76) for more information.
1d6 ep.
Ramp: The ramp to the north slopes up at a
3. Crumbling Playroom 20-degree angle but comes to a dead end after 50 feet.
It used to connect to area 25 on the middle level, but
The walls and ceiling ofthis torchlit room are now 20 feet ofrubble separate the two areas.
cracked and pockmarked with holes, and the floor is
strewn with rubble. Two deep, rubble-filled alcoves 4. Nursery
flank a stone ramp to the north that leads up. To the
south, the rubble has been cleared away to make This room is strewn with rubble and shattered bits
room for a circle ofrunes inscribed on the floor. offurniture, none ofit salvageable.

Ifthe characters reach this area without triggering an The orc children sleep here, on the floor, when they’re
alarm, add: not playing in area 3. They are also herded here if the
complex comes under attack.
\ Several orc children armed with sticks chase each
other around the room. A few hurl rocks at the frus Treasure: One orc child stole a 500-gp ruby from
\k\ trated adults watching over them. Harglevargle’s room (area 9) and hid it under the
I t:: rubble in the northwest corner. Any character search-
II I This room (as well as area 4) is where the Clotskull ing the rubble finds it.
orcs keep their young. There are no half-orc children
‘\ here because the orc children mistreat them. When an 5. Buttressed Room
alarm sounds, the adults herd the children into area 4.
Everything, including the dust and rubble, has been
Creatures: Five orcs (see page 253 for statistics) and swept from this chamber. Several wooden beams
an orc shaman named Mahmu (see page 254 for statis support the 10-foot-high ceiling, which appears to
tics stand guard here, watching over ten orc children be on the verge of collapse.
(noncombatants with AC 10 and 1 hit point each).
There are ten wooden beams buttressing the ceil
A battle in this area is likely to draw reinforcements ing. A beam can be knocked down or removed as an
(see”Reinforcements” above). The first to arrive are action; when that happens, roll a dlO. Ifthe result is
higher than the number ofbeams currently support-
ing the ceiling, the ceiling collapses, filling the room
with rubble. Any creature inside the room at that
time must make a DC 7 Dexterity saving throw. The
saving throw fails automatically ifthe room is sealed
offand the creature has nowhere to go. Failed Save: 35
(10d6) bludgeoning damage, and the creature buried
under rubble. While buried, the creature is prone,
restrained, and unable to stand. A buried creature can
use its action to make a DC 20 Strength check. If the
check succeeds, it can crawl S feet through the rubble
on its turn. Ifit is still in the room at the end of that
movement, the creature is restrained again.

A creature outside the room can clear away enough
rubble to grant a buried creature within 5 feet advan
tage on its Strength check to escape.

6. Storage Niche

At the end ofthis hall, to the north, is a 10-foot-
square niche lined with stone shelves and pegs.
Several spikes, hammers, picks, pulleys, ropes, and
levers are stored here.

Dwarflaborers who worked in the quarry would store
their equipment here. Among the mundane gear are

23 iron spikes, eight hammers, seven picks, and three 8. Mess Hall
50-foot coils ofhemp rope.
Ifno alarm has been raised, soft snores can be heard
7. Abandoned Armory issuing from this room.

The orcs are aware ofthe pit trap in the northwest Stone tables and chairs, many ofthem crumbled, have
corner (see “Pit Trap” below) and have disabled it so been shoved against the walls ofthis room, forming a
that it doesn’t open. clear path in the middle. Rat bones cover the floor.

Stone slabs covered in tattered and rotting cloth Dwarven laborers used to gather here after a hard
line the south wall ofthis dusty room, while the day’s work in the quarry. Now, the room is used by orcs
west and east walls are lined with stone weapon as a lounge.
racks, now empty.
Creatures: Five exhausted orcs (see page 253 for
The north wall is adorned with an elaborate, statistics) and five exhausted half-orcs (see page 242
20-foot-long carving that depicts a squad of armored for statistics) are sleeping soundly in stone chairs.
dwarves fighting back-to-back against two red drag- Characters (including those dressed in heavy armor)
ons, one on each end. The tip ofthe westernmost can cross the room, cracking rat bones as they go,
dragon’s tail is bent is a very strange way. without waking any ofthe orcs or half-orcs. Attempt-
ing to kill one ofthe sleeping creatures has a 50%
Any character that inspects the red dragon carvings chance ofwaking the others.
on the north wall can tell that the tip ofeach dragon’s
tail is hinged. The westernmost dragon’s tail has been Ifcombat erupts elsewhere on this level, Ilargle
pulled down, locking and effectively disabling the pit vargie (see area 9) awakens these sleeping guards with
trap (see “Pit Trap” below). Ifthe tail is moved to its his bellowing.
“up” position, there is a loud “clunk” from somewhere
under the floor as the pit trap is enabled. Pulling down A battle in this area is likely to draw reinforcements
on the easternmost dragon’s tail opens a secret com
partment in the wall above one ofthe stone slabs to (see “Reinforcements” above). The first to arrive are
the south (see “Treasure” below).
the inhabitants ofareas 2 and 9, followed by the crea
Pit Trap: The northwest corner ofthe room con- tures in area 10. The orcs from area 3 arrive last.
tains a 20-foot-deep pit with a bed ofiron spikes at the
bottom. The pit’s 10-foot-square stone lid is disguised Treasure: The half-orcs have no treasure, but each
to look like the surround floor, and detecting it while orc carries a pouch containing 3d6 cp, 2d6 sp, and
closed requires a DC 20 Intelligence check. ld6ep.

The pit’s hinged lid is currently locked in the
closed position, allowing creatures to walk over the
pit trap without triggering it. The lid can be unlocked
and the trap enabled as described above, after which
any weight placed on the lid in excess of300 pounds
caused it to open. (Most likely two human- or orc-sized
creatures with equipment need to stand on it before
it gives way.) Creatures standing in the trapped area
when the lid snaps open must make a DC 15 Dexterity
saving throw to jump clear before falling. Failed Save: 7
(2d6) bludgeoning damage from the fall, and 3 (1d6)
piercing damage from the iron spikes, or 10 (3d6)
piercing damage ifthe save fails by 5 or more.

The pit walls are smooth and require a DC 20
Strength check to climb.

Treasure: A secret compartment in the south wall
can be detected with a DC 20 Intelligence check and
opened by pulling down the hinged tail ofone of the
dragon sculptures on the north wall (as described
above). The secret compartment contains a potion of
healing and a gold necklace bearing an onyx pendant
shaped like a warhammer (worth 250 gp).

9. Hargievargie ROLEPLAYING
HARGLEVARGLE
Hargievargie the ettin, reigning chieftain of the
Clotskull tribe, has claimed this room. When the char- Hargievargie has two personalities. The “Hargie” half
acters get close enough to peer into the room, read: is serious and narrow-minded. The “Vargie” half is
curious and imaginative. Despite their differences,
An ornate, 20-foot-diameter circle is inscribed on they get along fairly well because there are many
the floor ofthis torchlit room, which appears on the things they enjoy doing together (smashing stuff,
verge of collapse. counting coins, busting heads).

The floor is strewn with gnawed rat bones. The ettin became chieftain ofthe Clotskull tribe
Heaps ofbroken granite and marble are scattered after the previous chief, a mighty orc named Prook,
about, and in each corner ofthe room stands an died when part of the dungeon collapsed. (Prook’s
8-foot-tall stack ofmarble slabs. Someone has chambers were north of area 1 0.) Harglevargle
tucked a battered wooden chest in the narrow gap served Prook as a bodyguard for years and learned
between the southeastern stack and the ceiling. a lot about leadership watching him. Those lessons
boil down to: “Walk loudly and carry a really big
The ceiling in this room is 10 feet high, and Hargl stick (or axe).” That said, the ettin knows better than
evargie is 1 1 feet tall, which means he needs to hunch to maim or kill an enemy who might have some-
over to fit in this room. thing useful to offer—again, something Harglevargle
learned by watching Prook.
The battered wooden chest atop the stack of marble
in the southeast corner belongs to the ettin and con- If Harglevargle is reduced to 1 0 hit points or
tains its treasure, minus one ruby (which can be found fewer, Vargle suggests to Hargle that it might be time
in area 4). to flee, or, if escape is impossible, surrender. Hargle
tells Vargle to shut up, and that’s the end of that
Creature: Ifan alarm has not sounded, the ettin argument. Ifa character successfully charms the ettin
(see page 234 for statistics) is down on all fours, (difficult given its two heads), it can be persuaded to
searching the floor and nearby piles ofrubble for a stand down and call off its minions.
lost gem. The stolen gem is hidden in area 4; if the
characters return it to Harglevargle, the ettin is willing c44 +o cu-I Sowit I
to listen to anything they have to say (see the “Role
playing Harglevargle” sidebar for guidance on how to ‘inftr
portray the ettin). ,t+Wtth o3Ieir cti4
3VIti.r Pocfjokes,
A battle in this area attracts reinforcements (see
“Reinforcements” above). The first to arrive are the f.1rv1os-f1
inhabitants ofarea 10, followed by the creatures in
areas 2 and 8. The orcs from area 3 arrive last.

Magic Circle: See “Dungeon Collapses and Magic
Circles” (page 76) for more information.

Treasure: Harglevargle’s battered chest is unlocked
and contains 450 ep, four lOO-gp gems, and five 5O-gp
gems. Buried under the coins and gems is a lapis lazuli
figurine ofMoradin (worth 250 gp). It depicts Moradin
bringing his mighty hammer down on an altar, upon
which rests a tiny, half formed dwarf. (Although
the figurine is meant to represent the forging of
dwarvenkind, it unintentionally looks like Moradin is
threatening to smash the tiny dwarfto pulp.)

OWER LEVEL (AREAS 1-15)

\

10. Training Room A battle in this room is likely to attract reinforce-
ments (see “Reinforcements” above). The first to arrive
Orcs and their kin train here, day and night. If the is Harglevargle from area 9, followed by the guards in
characters have gotten this far without tripping an areas 2 and 8. The orcs from area 3 arrive last.
alarm, they hear voices (in Orc) coming from the
room. When they are close enough to see inside, read Staircase: The stairs climb almost 30 feet before
the following text. ending at a wall ofcollapsed stonework. Any attempt
to clear the rubble triggers a further collapse that fills
This room is bare offurnishings, but far from the entire staircase with debris. All creatures in the
empty. Six particularly brutish orcs in ring mail staircase must make a DC 9 Dexterity saving throw.
are training three young half-orc warriors to fight. Failed Save: 10 (3d6) bludgeoning damage.
The half-orcs are shorter than the orcs and swing
greataxes at invisible enemies while the orcs bark Treasure: Each orog carries a pouch containing
instructions. 3d6 sp, 2d6 ep, and 1d6 gp. The ogre’s owibear cloak
is sized for a Large creature and worth 5 gp.
A fat ogre sits on the floor near a staircase going
up. It appears to be reading a small book with While hunting in Laughing Hollow a few months
one finger up its nose. It wears a cloak made from ago, the ogre found a spellbook hidden in a dead tree
owibear hide, complete with beaked cowl and trunk. The spellbook’s cover is made ofbright autumn
feathered mantle. leaves varnished with tree sap, and its pages are
rectangles ofgreen papyrus adorned with arcane dia
This room is kept clean and free of rubble. grams and pictures ofmaterial components.
Creatures: One ogre (see page 252 for statis
On the first page ofthe spellbook are written the
tics), six orogs (see page 254 for statistics), and three following words in Gnomish: “Property of Hobarth
half-orcs (see page 242 for statistics) are here. The Williwick, Mage Extraordinaire!” The spells are also
orogs are training the half-orcs to fight while the ogre written in Gnomish and have peculiar names (although
looks at the pictures in a book it found (see “Trea they function as the spells noted in brackets):
sure” below).
bedtime story (sleep)

83

2nd: Williwick’s spectacular disappearance (invisibility), 12. Sculptor’s Shop
Williwicks mighty mirage (phantasmalforce)
This dark room is strewn with sculptor’s tools and
3rd: Williwick’sfancyfootwork (haste), Williwick’s glori broken blocks ofgranite and marble. Against the
ous Bills (water breathincj) far wall, hidden under gray leather tarps, are three
large shapes.
4th: Williwick’s back door (dimension door), Williwick’s
fantasticform (polymorph) The tarps are made ofelephant hide and cover three
half-finished statues from head to toe.
5th: Williwick’s captive audience (hold monster), Willi
wick’s instant arrival (teleportation circle) Statues: The three statues stand between 6 and 7
feet tall and show exquisite dwarven handiwork. The
Development upper halfofeach statue is basically complete, but the
statues become less finished toward the bottom.
Tracking down the rightful owner ofthe spellbook
is beyond the scope ofthis adventure, and not neces Left Statue: This statue is made ofmarble and
sarily in the party’s best interest. Feel free to do what depicts a female dwarfcradling a dwarfbaby in her
you wish with Hobarth “Hobbie” Williwick, Mage arms. A character that inspects the statue closely and
Extraordinaire! succeeds at a DC 15 Intelligence check realizes that
the baby is actually a separate sculpture. A detect magic
11. Toolmaker’s Shop spell cast on the baby reveals faint auras of abjuration
and conjuration. Ifthe baby is taken from its mother’s
Three-foot-high blocks ofgranite protrude from the arms, it begins to wail, alerting the creatures on this
eastern and southern walls, forming an L-shaped level. Placing the baby back in its mother’s arms stops
workspace cluttered with tools, loose bolts, and
scraps ofmetal. Embedded in the west wall is an the wailing. Destroying the baby (!) also ends the
iron safe.
effect. It has AC 10 and S hit points, and it is immune
\ Dwarves repair broken tools in this room. Among the to nonmagical weapons, cold, fire, poison, psychic, and
%j instruments found here are a vice, a saw, a hammer, a all conditions.
whetstone, an iron file, and a chisel.
Middle Statue: This statue is made ofgranite and
Iron Safe: For rules on how to open this safe, see portrays an armored male dwarfin mid-leap, swing-
“Iron Safes and Iron Coins” (page 77). The safe holds ing an iron hammer downward. The statue depicts
one object: a cube-shaped puzzle box made of marble Derwin, beloved brother ofKing Derval and King
and gold, and measuring 6 inches on a side. Ifthe box Korin, and the hammer held tightly in the statue’s
is shaken, coinsjingle within. grip is a facsimile ofDerwin’s real hammer and is
nonmagical. Pulling the hammer free requires a DC
The puzzle box is made ofmovable parts and is 13 Strength check.
worth 500 gp intact. Opening it requires 1 minute of
tinkering followed by a successful DC 18 Intelligence Right Statue: This statue depicts an armored male
check. Ifthe check fails by 5 or more, the box releases orc with a heavy brow and wide smile and giving
a cloud ofsleeping gas. All creatures within S feet of a big “thumbs up!” This sculpture, which the orcs
the box when the gas is released must make a DC 12 demanded, is a fairly glamorous yet wholly inaccurate
Constitution saving throw. Failed Save: The creature depiction ofProok, the last orc chieftain. Harglevargle
falls unconscious for 1 hour. The creature cannot be didn’t like the way it was turning out and told the
awakened by normal means, but a lesser restoration sculptor to stop working on it.
spell wakes the sleeping creature immediately.
13. Lump’s Room
The box can be busted open by forcibly hurling
it against a heavy object, smashing it with a blunt Characters approaching this room hear deep sobs
weapon, or dropping it from a height of2O feet or from within.
more; however, smashing the puzzle box releases a
15-foot-radius cloud ofsleeping gas (see above). The Sputtering torches illuminate this room. Another
shattered box’s value drops to 50 gp for the loose bits hallway stretches toward the west, and a marble
ofgold alone. bathtub with six clawed feet rests against the east
wall. Squeezed into the bathtub is a hideous monster
The puzzle box contains 30 pp and one iron coin that looks like a cross between an ogre and an orc.
(see “Iron Safes and Iron Coins” on page 77).
“SCRATCHES!” it cries out, then buries its ugly
face in its hands.

OWER LEVEL (AREAS 115)

ROLEPLAYING LUMP Granite benches surround a large iron anvil, which
stands against the south wall ofthis dusty, torchlit
Lump is distraught because Scratches—his beloved shrine. A ribbon of arcane runes is carved into the
cave rat—was turned to stone in the last adventure walls at a height ofroughly 5 feet, encompassing
(see page 62). After delivering the Earth Key to the the entire chamber. It appears a few ofthe runes
Red Wizards, Lump returned to his tub for a good cry. have been defaced.

If the characters rescued Scratches and brought The large anvil doubles as an altar (see “Altar of Imix”
the rat with them, they can reunite Lump with his below). The runes carved into the walls are magical
furry friend and earn the ogrillon’s everlasting grati glyphs that protect the shrine against scrying and theft
tude and loyalty. lfDarwa Dalion killed Scratches in
“The Cursed Crypts ofAmbergul” and she’s with the (see “Arcane Runes” below).
party when Lump learns the truth, the ogrillon tears
her limb from limb unless prevented from doing so. Altar oflmix: The altar is solid iron, weighs 2,500
pounds, and measures 7 feet long, 4 feet wide, and
Lump is about as sharp as a balloon. A character 3 feet tall. Carved into the floor in front ofit are the
that captures another cave rat (the orcs ate all the words “PRAISE MORADIN” in Dwarvish script.
ones on this level, but there are several wandering
the level above) can trick Lump into thinking the Ifstruck with Derwin’s hammer (see area 26), the
captured rat is Scratches with a successful DC 1 0 altar instantly becomes red hot, and a creature touch-
Charisma check. Lump wants nothing more than to ing it with bare flesh takes 1 fire damage. After 1
be reunited with Scratches, so he’s easily convinced. minute, the altar begins to glow red as the Fire Key—a
If the check fails, Lump is incensed by the failed fist-sized orb ofbright molten lava lodged in the anvil’s
deception and attacks. heart—begins to melt the surrounding iron. After
most ofthe altar has turned to slag, the orb (now vis
Both of Lump’s parents were killed by elves, so he ible) forms a solid shell ofblack magma around itself,
harbors some resentment toward pointy-eared folk. allowing it to be picked up and handled without deal-
lfthe party includes one or more elves or half-elves ing damage to its possessor. The orb’s core remains
in a hot liquid state (and is visible through the outer
( PCs or NPCs) and doesn’t have Scratches to bargain shell as a dull orange glow), while the magma shell is
merely warm to the touch.
with, Lump attacks the elfclosest to him. Otherwise,
Lump is too upset to fight except in self-defense. He Arcane Runes: The “ribbon” ofrunes stretches
doesn’t even respond to general alarms. around the entire circumference ofthe room. As long
as the runes’ power holds, no one can scry upon this
The tunnel leading west comes to a rubble-filled dead temple or any creature in it. Furthermore, creatures
end after 30 feet. Buried in the rubble is some treasure and objects cannot be teleported into or out of the
room. Finally, the altar cannot be moved or damaged
(see “Treasure” below). in any way. All ofthese effects end when all 150 runes
are defaced or destroyed. Characters with knowledge
Creature: The creature in the bathtub is Lump, ofarcana who spend 5 minutes or more studying the
an ogrillon (the offspring ofan ogre and an orc). If runes can, with a successful DC 1 5 Intelligence check,
Lump gets into a fight, use the statistics for the ogre on determine what the runes do, but not what happens if
page 252, and see the “Roleplaying Lump” sidebar for they’re defaced or destroyed.
advice on how to portray him.

Treasure: Lump has buried an unlocked wooden
chest in the rubble at the end ofthe western tunnel.
Characters digging through the rubble find it auto-
matically. It appears to be stuffed full ofcolorful bird
feathers, but underneath the feathers is a marble chal
ice sculpted with three grinning dwarffaces that have
tiny amethysts for eyes (worth 600 gp).

14. Temple of Moradin

The altar oflmix is displayed here. The dwarves are
convinced it’s an altar dedicated to Moradin, their god
of creation.

Ifthey haven’t already encountered Lump in area
1 3 , characters cannot approach this room without
hearing the ogrillon’s sobbing.

85

Would-be thieves have destroyed seven ofthe runes MIDDLE LEVEL
already, leaving 143 intact. A character can use his
or her action to deface or destroy a rune with a melee (AREAS 16—38)
weapon or chisel, but each time a rune is defaced or
destroyed, roll a d20 and consult the following table to Most ofthe dwarves are confined to this level, joined
determine the effect: by a handful oforc mates and their half-orc offspring.
Adult dwarves fight only in self-defense and to protect
d20 Rune Effect their children and fellow dwarves.
1-10 The vandal takes 10 (3d6) radiant damage.
11-13 Poison gas is released from a compartment Most ofthe Ironaxe dwarves have come to accept
hidden behind the rune. All creatures in the the Clotskull orcs as allies, but ifforced to choose
14-16 room and the 20-foot-long hallway north of the between the life ofan orc and the life ofan endan
room must make a DC 11 Constitution saving gered adventurer, they will usually side with the
1 7-1 9 throw. FailedSave: 16 (3d10) poison damage. adventurer unless ther&s a good reason not to (for
Acid sprays from a compartment hidden behind example, ifthe adventurer acts in a rude or threaten-
20 the rune. Creatures in the 10-foot square ing manner).
directly in front ofthe rune must make a DC
13 Dexterity saving throw. Failed Save: 36 (8d8) The orcs, on the other hand, are protective of their
acid damage. Successful Save: Half damage. Any “breeding stock” and quick to attack those who try to
creature reduced to 0 hit points by the acid is turn the dwarves against them.
completely dissolved.
A fireball detonates, filling the room and the This level ofthe dungeon isn’t in quite as bad shape
20-foot-long hallway to the north as well. as the lower level, but there are still lots of crumbling
Creatures in these areas must make a DC 15 walls and ceilings.
Dexterity saving throw. Failed Save: 1 7 (5d6) fire
damage. Successful Save: Half damage. Light: Torches in iron brackets brightly illuminate
No harmful effect. corridors and occupied rooms, except where noted in
the text. Uninhabited rooms are dark.
15. Stairs Up
Doors: All doors are made ofpale, polished marble.
This staircase made ofcrooked, ill-fitting stones climbs
50 feet to area 16 (on the middle level). Most are unlocked, and those that can be locked are
noted specifically in the text.
OBTAINING THE FIRE KEY
Marble Door: AC 15; hp 30; resistant to piercing and
If the characters obtain Derwin’s hammer and use slashing; immune to cold, fire, poison, psychic, and all
it to strike the anvil of Imix, they can obtain the Fire conditions.
Key. However, unless they have already defeated
Nadir or found a way to keep him from reaching area Ceilings: Unless noted otherwise, ceilings through-
1 4, the rakshasa shows up in his “Arvik Zaltos” guise out this level are 10 feet high and flat.
to collect the key before the characters can flee the
room. Six wights and six wraiths accompany him. Wandering Monsters: The middle level of Iro
naxe Halls is a busy place; creatures and NPCs tend to
Nadir knows what the runes inscribed on the move around. Whenever the characters loiter in any
temple walls can do, and as long as they are intact,
characters cannot teleport away. The rakshasa unoccupied area (including corridors and staircases),
demands that the characters surrender the Fire Key there is a chance that a wandering monster (or group
and promises to leave them and the inhabitants ofthem) rounds the nearest corner and heads in their
of Ironaxe Halls in peace—a promise he genuinely direction. Unless they are in a magically silenced
intends to keep. (He is nothing if not lawFul.) area, characters can always hear a wandering monster
approaching and attempt to hide before it sees them.
The characters will doubtless refuse the rak
shasa’s offer or make some sort of counteroffer. As Wandering monsters appear at your discretion, but
the serpentine tattoos on his body begin to writhe, avoid using them too often. You can roll a d6 and con-
“Arvik Zaltos” commends their stubborn resolve but sult the following table to determine what appears, or
insists they give him the Fire Key, attacking if they simply choose the result you like.
don’t (see area 5 1 for the rakshasa’s tactics).
d6 Wandering Monster(s)
---- 1 1 cave rat

2 1 dwarf
3 1d4 half-orcs

4 lorc

5 Grit (see area 29)

6 Arvik Zaltos (see area 51), 6 wights, and 6 wraiths

11

\\\

86 MIDDLE LEVEL (AREAS 1 6-3 8)

. ..

16. Unfinished Circle Four columns made ofstacked cubes of granite
reinforce the ceiling ofthis cluttered chamber.
An incomplete circle ofrunes is inscribed on the Some ofthe cubes have small niches carved into
floor ofthis otherwise empty room. them that hold various knickknacks.

In the southeast corner ofthe room, a staircase made Against the walls rest four granite slabs covered
ofcrooked, ill-fitting stones descends 50 feet to area 15 with the tattered remains ofmattresses and blankets.

(on the lower level). These rooms accommodate dwarves who don’t have
children, including elders and advisors to the king.
Unfinished Circle: Skannon Tolker, one ofArvik See area 17, above, for more information on the room’s
Zaltos’s apprentices, was working on the magic circle support columns.
before she was imprisoned in area 23. See “Dungeon
Collapses and Magic Circles” for more information on Creatures: Each ofthese rooms contains 1d4 - 2
unfinished circles. adult shield dwarves (see page 230 for statistics) and
1d4 - 2 adult half-orcs (see page 242 for statistics).
17. Mixed Quarters They are either all awake or all sleeping (see above).
See the “Roleplaying the Ironaxe Dwarves” side-
Multiple rooms are keyed to this entry. Characters bar (page 77) for guidelines on how to portray the
who approach one ofthese locations can hear voices dwarves. The half-orcs follow the dwarves’ lead.
speaking in Dwarvish (50% chance) or snoring (50%
chance) within. 19. Latrine

Four columns made ofstacked cubes of granite Situated at the end ofthis short tunnel is a stone
reinforce the ceiling ofthis cluttered chamber. chair with a hole carved into its seat, an iron cham
Some ofthe cubes have small niches carved into ber pot tucked underneath, and loose rubble all
them that hold various knickknacks. around, Cracks and holes in the ceiling paint a
clear picture ofwhere the rubble came from.
Against the walls rest five granite slabs covered
with the tattered remains ofmattresses and blan Some nasty dwarfleft his dirty business in the cham
kets. An ordinary broom leans in one corner. ber pot. Beyond that, the latrine contains nothing of
interest. Although the ceiling here needs repairs, it’s
Ifthere are children present (see “Creatures” below), not going to collapse anytime soon.
there are crude toys (wooden blocks, miniature mine
carts. painted tin statuettes, and so forth) scattered
about the floor.

Each support column consists offive 2-foot-thick
granite cubes stacked one atop another. A column has
1d4 1 niches carved into it, and each niche contains

-

sundry items oflittle monetary worth (stone mugs,
beard combs, statuettes, and so forth). Knocking over
the granite columns won’t cause the ceiling to collapse,
as they are merely precautionary.

Creatures: Each ofthese rooms contains 1d4 adult
shield dwarves (see page 230 for statistics), 1d4 - 1
adult orcs (see page 253 for statistics), and 1d4 - 1
half-orc children (noncombatants with AC 10 and
1 hit point each). The adults and children are either
awake or sleeping (see above). See the “Roleplaying
the Ironaxe Dwarves” and “Roleplaying the Clotskull
Orcs” sidebars (page 77) for guidelines on how to por
tray the dwarves and orcs.

18. Dwarf Quarters

Multiple rooms are keyed to this entry.

- MJDDLE LEVEL (AREAS 1 6-38) 87
-

20. Benches and Safe

Two beautiful benches with white marble seats and
frames ofsculpted gold sit across from one another
in this T-shaped hall. Set into the northern wall
between them is an iron safe.

The benches are beautifully crafted and quite valuable ale. Branded into the top ofeach cask is the Ironaxe
symbol: an axe cleaving an orc skull.
(see ‘Treasure” below).
Iron Safe: A locked iron safe in the west wall con-
Iron Safe: The safe has a magical trap that triggers tains one full cask ofhoinemade dwarven ale—the last
ifthe door is opened. The trap releases a cloud of poi ofthe Ironaxe clan’s supply. (The section of Ironaxe
sonous gas that fills the entire T-shaped corridor. All Halls containing the brewery collapsed a little over a
creatures in the area must make a DC 12 Constitution year ago. There were many tears.) The ale is surpris
saving throw (dwarves have advantage on the saving ingly bad but drinkable. Branded into the top of the
throw). Failed Save: The creature falls unconscious for cask is the symbol ofthe Ironaxe clan (see above).
1 hour. The creature cannot be awakened by normal
means, hut a lesser restoration spell wakes the sleeping See “Iron Safes and Iron Coins” (page 77) for rules
creature immediately. on how to open the safe.

The safe contains three shelves: The top shelf is 22. Safe Vaults
empty; the middle shelfcontains two scrolls (protec
tionfrom energy and teleportation circle) and a miniature The hallway curls to the north and ends at a pair of
wooden mine cart (a child’s toy) with 25 lO-gp gems marble doors that face one another.
in it; and the bottom shelfholds a suit ofgreen dragon Behind each door is a dusty 10-foot-square vault with an
scale armor. iron safe set into the back wall. See “Iron Safes and Iron
Coins” (page 77) for rules on how to open each safe.
Treasure: Each bench weighs 400 pounds and is
worth 1,500 gp. Iron Safes: The safe in the western vault contains a
folded, gold-tasseled red quilt (worth 250 gp) beneath
Development a suit of+1 banded mail.

Characters knocked unconscious by the safe trap and The safe in the eastern vault contains a desic
left here unguarded are discovered by one or more wan- cated corpse that spills out when the door ofthe safe
dering monsters (see page 86) and imprisoned in area is opened. These remains belonged to a middle-aged
23 with their armor. Their other gear is placed in the male dwarfnamed Larloss, who “disappeared” from
safe (weapons that won’t fit are stored in area 21). Ironaxe Halls a year ago, shortly after a major col
lapse destroyed the clan’s brewery. His fellow dwarves
21. Food Supplies assumed that Larloss left because he was unhappy
with elders’ decision to ration ale, when in fact he was
This room holds five stone tables of different killed by Von, the mad dwarf, and stuffed here after
shapes and sizes, and piled on each table are open he was caught poking around Von’s secret lab (see
sacks offoodstuffs. Two fat rats nibble on a turnip area 33). Ifa speak with dead spell is cast on Larloss’s
and a wild carrot that have fallen onto the floor, corpse, he claims that Von “jumped him” while he was
while a third rat has its head buried deep in a sack searching for an iron coin to unlock the safe in area
ofapples. Piled in the corners are several empty 21 (wherein the last ofthe clan’s ale supply is kept). He
wooden casks, and embedded in the western wall is can also describe what he saw inside Von’s lab.
an iron safe.
——r:=:=r:
%\\\ The dwarves keep their food supplies here. All of the
‘%:: food was gathered from the wilderness, since the Iro
naxe dwarves have no ties to the rest of civilization.
‘1 In addition to turnips, carrots, and apples, there are
bruised apples, wild cabbages, and rhubarb stalks.
I‘i !\
I I ri Creatures: Five cave rats—three in plain view and
I tII two hidden from view—lurk here (see page 256 for sta
tistics). They are shy and only attack characters that
‘\\ threaten them or try to steal their food.

Empty Casks: Lying on the floor are nine wooden
casks that used to contain home-brewed dwarven

N‘8 .. -

MIDDLE LEVEL(AREAS 16-38)

23. Prison Cells ROLEPLAYING
SKANNON TOLKER
Three marble doors set into the walls have embed-
ded iron locks and small windows with iron bars Skannon Tolker stands 6 feet tall and, thanks to a
set at dwarven eye level. Just around the corner, ritual, appears to be an undead creature. Skannon
hanging from a stone peg on the eastern wall of the has always been drawn to decay and rot, and so she
corridor, is an iron ring with several iron keys dan- created a ritual to transform her appearance while
gling from it—some long, some short. preserving her health and vitality. Even though she
is very much alive, she has rotting, purplish-gray
There are two 10-foot-square cells to the west and skin and sunken eyes. The flesh around her mouth
one double-sized cell to the south. All three cell doors has peeled off, giving her a toothy rictus grin. There
are locked. remains one vestige of her former beauty: a long
black ribbon of hair stemming from the back of her
The western cells each contain a set ofiron mana scalp. Her red robes are dusty and tattered.
des bolted to the back wall. The southern cell contains
two sets ofmanacles. The inhabitants ofeach cell are Skannon believes that Arvik Zaltos and other Red
described below under “Creatures.” Wizards like him are pursuing elemental magic with
the goal of overthrowing Szass Tam, and she strives
The key ring hanging on the wall has three longer to undermine their efforts and gain Szass Tam’s favor.
keys that unlock the cell doors and four shorter keys She was able to keep her feelings hidden from her
that unlock the manacles. master, Arvik Zaltos, but not from the rakshasa that
replaced him. She assumes “Arvik” used some sort
Creatures: The northern cell contains a human of mind-reading magic on her, but she doesn’t know
Red Wizard ofThay named Skannon Tolker (see page that he’s being impersonated.
256 for statistics). She has rotting flesh like a zombie
but is actually alive and healthy (see the “Roleplaying Skannon is lawful evil, bereft ofcompassion, and
Skannon Tolker” sidebar for details). prefers the company of undead creatures to living
ones. If released, she begins plotting her escape and
The middle cell contains four wraiths see page has no compunctions about abandoning or killing
264 for statistics). They remain out ofsight, phasing her liberators.
through doors and walls to attack anyone who tries
to free the prisoners. They also attack intruders that 24. Safe Room
enter their cells. The wraiths take orders from the Red
Wizard they think is Arvik Zaltos. A 20-foot-diameter circle ofinscribed runes covers
almost the entire floor ofthis dark room. Embed
The southern cell contains eight prisoners: three ded in the south wall is an iron safe.
elves (Aurelia, Balán, and Tallori), two humans (Amil
and Roan), two halflings (Narlo and Pilfer), and a This room has been cleared ofdust and debris.
dwarf(Jaral). They are noncombatants with AC 10 Iron Safe: A locked iron safe in the south wall con-
and 4 hit points each. These servants were captured
during the orc raid on Lord Darfin Floshin’s estate and tains a black cloth sack filled with 350 gp, a purple
brought back to Mount Illefarn as “breeding stock” for silk pouch holding four 100-gp gems, a scroll of create
the orcs. Before the orcs could take advantage of their food and water, and a potion ofinvisibility (see page 217)
new prisoners, the dwarves made a plea to the Red in a red crystal flask (worth 100 gp).
Wizards to confine the prisoners instead, which they
did. A dwarfbrings the prisoners food twice a day. The See “Iron Safes and Iron Coins” (page 77) for rules
dwarfprisoner, Jaral, tried to negotiate with his cap- on how to open the safe.
tors and appeal to their decency, until he realized the
Ironaxe dwarves have none. Magic Circle: See “Dungeon Collapses and Magic
Circles” (page 76) for more information.
Development
25. Collapsed Foyer
IfAlagarthas and his elves are still around after the
battle against the wraiths, the prince offers to stay This room has partially collapsed. Its original func
with the party while his remaining elves escort Lord tion is unclear.
Floshin’s servants to safety.
This room used to be a foyer that connected to a stone
ramp leading down to area 3 on the lower level. Every
time the dwarves tried to clear the stone, more rubble
rained down from above, so they gave up trying to
repair the damage.

DDELEVE7EATE38)789

26. King’s Chamber THE MAD KING’S
MUMBLINGS
Nadir (in the guise ofArvik Zaltos) has stationed a
guard in the alcove outside ofthis room. Whenever King Korin Ironaxe is delusional, he
mumbles all sorts of nonsense. lfthe characters try
A hunched creature stands in front ofa marble to interact with the mad king, feel free to sprinkle in
door set into an alcove. The creature clutches a a few ofthe following “Korinisms”:
rusted sword, is clearly undead, and wears a cor .4- “A king should have a thick, weighty beard.”
roded metal skull mask that hides most its face 4 “Where is my queen? I wish to mate with her.”
except for its hate-filled eyes. 4. “Tonight we dine on basilisk eggs. Tomorrow,

The masked guard (see “Creatures” below) is a wight we send the devils of Dragonspear Castle back
that attacks anyone it doesn’t recognize. to hell!”
4 “I can’t attend the banquet in this nightgown!
The door to the room is locked, and the wight car- Von, you spineless weasel, where are my
ries the key to unlock it. Characters can peer through clothes?”
the keyhole to spy on the room’s interior. 4- “What is a king without a crown? Damn you,
Derval, you thief, you sack of wine!”
This dusty room contains furnishings fit for a 4. “I slew Death with my greataxe. I shall not miss
dwarven king, most ofthem carved from marble. his hollow face.”
They include a bed covered with a stuffed leather 4 “A necromancer once tried to test me. I ate his
mattress, a trunk adorned with painted frescoes of liver with some fava beans and a nice Chianti.”
dwarven warriors, a table, a cushioned chair, two
matching wardrobes, and a polished desk with Characters searching the king’s desk, clothes trunk,
matching stool. An impressive dwarven greataxe is and wardrobes find nothing ofvalue either.
mounted above the desk. Set into the middle of the
far wall is an iron safe. Creatures: A lone wight (see page 263 for statis
tics) stands guard outside the king’s quarters, denying
Walking in a circle about the room is a gaunt all access to the king while keeping Korin confined
dwarfdressed in cobweb-covered robes that have to quarters. Only Arvik Zaltos is allowed to enter
long since gone out ofstyle. His shoulders are unmolested.
hunched like an owl’s, his long white beard drags
on the floor, and his bald head is speckled like an The venerable dwarfking is a noncombatant, with
egg. Numerous rings adorn his knob-knuckled fin- barely enough strength to draw breath let alone wield
gers, and a weighty amulet shaped like a bejeweled a weapon in his own defense. Although delusional
golden treasure chest hangs from a silver chain most ofthe time, the king has fleeting lucid moments.
around his neck. He appears to be mumbling to Characters who wish to learn anything useful need to
himself quietly. watch and listen to Korin closely, and wait for his next
lucid moment (see “King Korin’s Secret” below). In the
King Korin Ironaxe was a firebrand in his day, full of meantime, Korin invites them to “stay and rest for a
bluster, pride, and arrogance. Briefflashes ofthe once- while,” even ifhe has nothing meaningful to say.
haughty king can be glimpsed from time to time, but
for the most part, he is a worn-out shell ofhis former Contrary to opinions voiced ofmany ofhis subjects,
selfwith a mind so addled he can barely remember his Korin is not possessed by the spirit ofan evil necro
name, let alone the names ofhis brothers and the great mancer he’sjust old and crazy.
battles he has fought. He never had a wife or children
but claims to have “commanded nine sons and eight Iron Safe: A locked iron safe in the middle of the
daughters from his queen’s iron womb.” In his mind, north wall contains a half-empty cask ofbad dwarven
Ironaxe Halls is the gleamingjewel ofa great dwarven ale with a spigot sticking out ofit, a platinum flagon
kingdom that stretches to every horizon and is the (worth 500 gp) stamped with the name KORIN
envy ofthe world. Ofthe Clotskull orcs, he says, “Oh, IRONAXE in Dwarvish and emblazoned with the
symbol ofan owl clutching two battleaxes in its talons,
\\ please! I scraped them offmy boots years ago!” If asked and a potion ofinvisibility (see page 217).

\\\\ about Derwin’s hammer, the addled king retorts, “Is See “Iron Safes and Iron Coins” (page 77) for rules
N“i that what they call it nowadays? Well, no one has a on how to open the safe.

I c bigger hammer than me! I am KING, after all!” Treasure: The tiny, bejeweled treasure chest around
Korin’s neck is worth 1,000 gp and holds three iron
I I I iii Nadir (in the guise ofArvik Zaltos) searched the coins (see “Iron Safes and Iron Coins” on page 77).
king’s quarters (including the iron safe) and found It is also the key to retrieving Derwin’s hammer, as
described under “King Korin’s Secret” below.
I\I\\1-41 II(hing that would lead him to Derwin’s hammer.

f ) doesn’t trust the characters any more than he trusts
: the Red Wizards.

- “The Owls Are Not What They Seem”: If a char-
acter mentions the phrase “The owls are not what they
i. seem” to the lucid king, Korin pretends not to know
what it means. Any character that succeeds at a DC
: 10 Wisdom check can tell the king is lying, but Korin
Ironaxe, Vanquisher ofOrcs and Defender of Mount
- Illefarn, doesn’t like being called a liar and turns away
in disgust. A character that rolls a 15 or higher on the
The silver chain around Korin’s neck is nonmagical Wisdom check sees the king fondle the tiny treasure
and worth 25 gp. chest hanging from his neck as he turns away.

The greataxe mounted above the desk belongs to Korin is too old and weak to prevent a character
Korin and has the name VIGILKEEPER in Dwarvish from taking the tiny treasure chest from around his
embossed on the blade. The weapon used to be magi neck and using it (see below).
cal, but Korin drained its magic long ago and used that
magic to prolong his life. (This was a special property Ifa character mentions the phrase “The owls are
ofthe weapon, hence its name.) A detect magic spell not what they seem” to Korin while he’s delusional,
reveals an extremely faint necromantic aura about the the addled king removes the tiny chest from around
greataxe, and a character with knowledge ofarcana or his neck and repeats the phrase, with effects as
forbidden lore can guess as to how it lost its power with described below.
a successful DC 18 Intelligence check.
Korin’s Secret Chest: The tiny bejeweled treasure
King Korin’s Secret chest around Korin’s neck is a miniature replica of a
much bigger chest cast adrift in the Ethereal Plane.
Every hour that the characters spend in Korin’s com Holding the miniature chest and speaking aloud the
pany, roll a d20 twice. Ifthe first die’s result is 18 or phrase “The owls are not what they seem” (in any lan-
higher, Korin has a lucid moment at the end of that guage) causes the larger chest to materialize within 5
hour lasting for idlO minutes. Any character that feet ofits tiny replica. The larger chest is unlocked and
spends the hour trying to spur Korin’s memory or contains Derwins hammer (see “Treasure” below).
appeal to his reason can, with a successful DC 15 Repeating the action of speaking the phrase while
Charisma check, add 1 to the d20 result for that hour. holding the replica chest causes the larger chest to
Ifthe second die’s result is 18 or higher, Nadir (in the return whence it came. Ifthe larger chest (which is 2
guise ofArvik Zaltos) arrives at the end ofthe hour to feet tall, 2 feet wide, 3’/ feet long, and worth 5,000 gp)
question the king yet again on the whereabouts of Der contains one or more living creatures, it cannot return
win’s hammer (see “Arvik’s Visit” below). to the Ethereal Plane.

While lucid, the king regains all ofhis mental fac Treasure: Derwin’s hammer is a +1 cold-forged iron
ulties and memories. Ifthe characters ask the lucid warhammer enchanted with a special property. When
king about Derwin’s hammer, he claims to have stolen struck against the altar oflmix (area 14), it releases the
the weapon from Derwin’s tomb (area 35) and hidden Fire Key trapped inside the altar.
it from the Red Wizards, but he won’t say where. He
Arvik’s Visit

The longer the characters hang out with King Korin,

the more likely they are to receive an unannounced

visit from Nadir, in the guise ofArvik Zaltos (see “King

Korin’s Secret” above). Frustrated by its inability to

find Derwin’s hammer, the rakshasa wants to see what -4
“gems” it can pry from the rotten treasure chest better

known as Korin’s time-addled brain.

Creatures: Nadir the rakshasa (see page 255 for sta

tistics) arrives with six wights and six wraiths (see pages

263 and 264 for statistics, respectively). Ifthe guard

stationed in front ofthe king’s door is slain or missing,

Nadir sends the wraiths into the room to scout it out

while ordering the wights to watch the corridor.

Ifthe wraiths report that the king is missing,

“Arvik” tells his undead lackeys to split up and search
for the king while he scours the room for clues.

==Z97 fMIDDLE LEVEL (AREAS 16-38) •

Ifthe characters are in the room when the wraiths THE ZEV TWINS
appear, the wraiths attack. “Arvik” sends in the wights
to reinforce the wraiths and waits to see what happens Luuthgar and Ulan Zev are spelicasting prodigies. In
next. Ifthe rakshasa has reason to believe the charac addition to their learned spells, these human albinos
ters are with the king, it turns invisible and shadows are able to do things most mages study all the lives
them, hoping they find Derwin’s hammer. If the to accomplish and never do, at least when it comes
characters possess the hammer, the rakshasa waits to to harnessing the power ofdead flesh and lost spirits.
ambush them in the temple (see area 14). They are Arvik Zaltos’s most prized disciples, and
they desire nothing more than to become liches and
27. Machinations of serve Szass Tam for eternity, enslaving all other souls
Ulan Zev that cross their vile path. They are irredeemably evil.

One ofArvik Zaltos’s apprentices, Ulan Zev, keeps The twins also share a psychic bond. When
himselfbusy in this room, which the dwarves used as one of the Zev twins has an emotional reaction
an infirmary in times of war. to something, the other senses it. When one twin
is wounded, the other can feel his brother’s pain.
This large, torchlit chamber has been swept clean. When one dies, his spirit uses the surviving brother
Nine hollow, freestanding suits ofantique dwarven as a receptacle, much like a lich’s phylactery. These
plate mail stand against the walls, but otherwise effects are represented mechanically as follows:
the room is bereft of furnishings. 4 While conscious and in sight ofone another, the

In the middle ofthe room, three half-orc chil twins can communicate telepathically.
dren gather around a pale, thin man with a shaved + While on the same plane, the twins can sense
head, red eyes, and red robes. The man is kneeling
over a large, half-finished circle insciibed on the each other’s emotions, and a twin knows when
floor, a chisel in one hand. his brother is in jeopardy. (This power does not
let him know the nature of the jeopardy or his
Ifthe characters are not hidden and have already brother’s location.)
encountered Luuthgar Zev (see area 42), add: + When one brother takes damage, the other
brother takes psychic damage equal to half the
The wizard puts down the chisel, gives you a amount of damage dealt (rounded down). This
crooked smile, and says, “We meet again.” effect ends once a twin dies.
+ When one twin dies, his spirit is contained inside
‘‘1 k I The red-robed man scribing the circle isn’t the only his living brother for idlO days, after which the
II I threat in this room. brother “grows” a new twin from his own body—a
II IIII bifurcating process that takes 24 hours, during
‘ ‘ill Creatures: Ulan Zev, a Red Wizard ofThay (see which the living brother is comatose. At the end
. ‘1 page 256 for statistics), is trying to finish the magic ofthe process, the dead brother is reborn as his
circle in this room, but he relishes any chance to test spirit occupies the new body, and both brothers
his magic and his mettle against the characters. Next regain consciousness at full hit points.
to Ulan is an invisible imp (see page 226 for statistics)
that serves as the wizard’s familiar. As long as the the magic circle in area 38, triggering a collapse and
two are within one mile ofeach other, Ulan can see effectively cutting offaccess to the upper level (except
through the imp’s eyes and hear through its ears. from the outside). Ifhe knows his brother is dead, he
flees Mount Illefarn so that he can “birth” a new twin
The three half-orc children standing around Ulan (see “The Zev Twins” sidebar).
are noncombatants with AC 10 and 1 hit point each.
Their proximity to Ulan makes it difficult to target the There are nine animated suits ofarmor (see page
Red Wizard with area effect spells. A character can 218 for statistics) along the walls—all ofthem fash
intimidate the children and frighten them away with ioned from antique armor and imbued with dwarven
a successful DC 8 Charisma check. Otherwise, Ulan spirits bound by necromancy. They appear inanimate
might grab one ofthe children and keep it close by, until Ulan commands them to attack, and they obey
only the commands ofUlan and his twin brother,
hurls spells at enemies, the imp harries Luuthgar (see area 42).
enemy speilcasters. IfUlan is injured, he flees some-
where where he can’t be cornered, using the suits of Unfinished Circle: See “Dungeon Collapses and
armor to cover his escape (see below). Ifhe can swing Magic Circles” (page 76) for more information on
it, Ulan flees west, through area 38, andjoins his unfinished circles.
brother upstairs in area 42. Ifnecessary, he defaces

27a. Room of Rejuvenation ‘J-1umans

A L-shaped bench ofsmooth granite hugs the I&vw)
northern and western walls ofthis 20-foot-square
chamber. Dwarvish runes are chiseled into the side (cc IN A
ofthe bench.
-1afE(ves
A character that can read Dwarvish can translate the
runes. They read: REST AND BE HEALED, FRIEND. r-—----p-P_A€: 4?iLS

A detect maBic spell reveals a moderate and ambi i t -- — c_ c1?-Ag
ent conjuration aura throughout the room. A character
with knowledge ofarcana can ascertain the room’s --Tr‘ ‘ , .- 1H1efe3 M&
effect: Each hour that a living creature spends in this
room, it regains 1 hit point. r—- \“ rT
\ —-rgA&3
27b. Room of Repose ‘ -“ 1?ig_mLS
- CqU
A L-shaped bench ofsmooth granite hugs the
northern and western walls ofthis 20-foot-square (\ ELves -- af\
chamber. Dwarvish runes are chiseled into the side
ofthe bench. (WA:) Co(J-) N\\ /e L;

A character that can read Dwarvish can translate / JoTE-rN€ VIj7J R_
the runes. They read: LET THE DEAD REST WITH- u’ rt, tRtE-5 ItE
OUT WORRY. A detect magic spell reveals a moderate
and ambient abjuration aura throughout the room. A ;\- Wr AE L-iC
character with knowledge of arcana can ascertain the
room’s effect: A dead creature does not decompose \‘
while stored in this room.
IJ £(IJ ur
27c. Room of Recollection
-o
A L-shaped bench ofsmooth granite hugs the
northern and western walls ofthis 20-foot-square Strength check to open. There are no locks built into
chamber. Dwarvish runes are chiseled into the side the trunks to hold the lids shut.
ofthe bench.
A trunk weighs 500 pounds and has an interior
A character that can read Dwarvish can translate cavity large enough (when emptied) to contain two
the runes. They read: WHAT MAGIC IS LOST CAN Medium humanoids or up to eight Small humanoids.
BE FOUND. A detect magic spell reveals a moderate
and ambient divination aura throughout the room. A 29. Grit’s Room
character with knowledge ofarcana can ascertain the
room’s effect: Each hour a living spellcaster spends in This is where Grit hangs out when he’s not wandering
this room, it rolls a d4 and regains one spent spell slot the dungeon (see “Wandering Monsters” on page 86).
ofa level equal to or lower than the die result. The door to his room is rigged with a trap (see “Door
Trap” below).
28. Torch Storage
Ifthe characters listen at the door while Grit is
Characters entering this room from the south are close here, they hear faint elven music through the stone. If
enough to area 27 to see into that room as well. they knock on the door, Grit ignores them. Ifthey don’t
let up, he shouts, “Get lost!”
Seven large trunks carved from white marble have
been pushed against the walls ofthis room. This room contains a granite slab with tattered blan
kets strewn atop it. Someone has scratched graffiti
These trunks once contained supplies for the infir into the walls with a dagger or other sharp object.
mary (area 27), but now they hold 2d10 torches
each. Their lids are quite heavy and require a DC 13 Hidden under the blankets is the worn dagger that
Grit uses to scratch graffiti on the walls. Grit’s treasure
is hidden under the slab (see “Treasure” below).

Creature: Grit is the love child ofan orc mother
(Tulug) and a dwarffather (Thord). Both ofhis parents
are alive, but they don’t live together. Grit doesn’t like
being around either ofthem, and in the case of his
mother, the feeling is mutual.

MEDDLE LEVEL (AREAS 1 6-38) 93 //

ROLEPLAYING GRIT automatically ifthe creature is Small; otherwise, the
target must make a DC 15 Dexterity saving throw.
Grit is a 1 5-year-old half-dwarF/half-orc punk who Failed Save: S (idlO) bludgeoning damage.
doesn’t like to hang around other half-orcs because
it’s like looking into a mirror and seeing ten kinds The door can be opened an inch or two without
of ugly reflected back at him. He stays away from triggering the trap, which allows a characters to spot
the orcs because they keep trying to make him the trip wire that releases the catch on the hammer
into a fighter, when he really wants to be a rogue. with a successful DC 10 Intelligence check. The trap
He doesn’t like being with the dwarves because he can then be disabled with a DC 7 Dexterity check.
thinks they should rise up and kick the orcs out of
their home. Basically, he hates everyone in his life. Graffiti: The graffiti on the walls is scrawled in a
mixture ofDwarvish and Orc and appears to be lyrics
Grit jumped at the chance to accompany Darwa from three songs (Grit calls them “Elvish songs”):
Dalion, one ofthe Red Wizards, on an expedition to the
Ambergul estate (see “The Cursed Crypts ofAmbergul” Well I got a woman
adventure for details). He was upset when his father, Way cross town
Thord, insisted on tagging along. The first chance he She’s Bood to me
got, he ditched his dwarven dad, leaving him at the Oh yeah
mercy ofminotaurs while he returned to Mount Illefarn
with the Earth Key and that “big ijit,” Lump (see area I’m donna rip it up
1 3)—another useless meat-sack if ever there was one. I’m donna rock it up
I’m donna shake it up
A while back, Grit found a green, fist-sized stone I’m gonna ball it up
in Laughing Hollow. It was engraved with dancing I’m gonna rip it up
elves, and when he picked it up, it started singing and And ball tonight
playing instrumental music. Grit thinks the music is
“killer” and listens to it all day long. He sometimes There’s nojoy in my heart
walks the halls with the stone pressed up against his Only sorrow
ear, but he’s careful to keep it hidden from greedy And I’m sad
orcs. Most ofthe dwarves can’t stand the music, and As a man can be
eventually the music became so obnoxious that Grit I sit alone in the darkness
was told to go sleep elsewhere, which is how he got Ofmy lonely room
a room to himself (area 29). Like any good rogue, he And this room
rigged the door to his “lair” with a trap. Is a prison to me

If anyone mentions the wildfires in Laughing
Hollow, Grit claims he started them. It’s a lie, but he
thinks it’ll be great for his “rep.”

lfthe characters show up with his dad in tow, Grit
immediately loses respect for them, saying, “You
should’ve left him in that rotten old tomb.”

Grit lounges on his “slab” and listens to his “tunes” Ls j, 5LEjv,. 5jPert :)
when he’s here. He spends long hours dreaming of a
life far, far away from Mount Illefarn. For tips on how I
to play Grit, see the “Roleplaying Grit” sidebar.

Grit uses the half-orc statistics (see page 242) but
can also speak a smattering ofElvish. He wields a +1
short sword stolen from the Ambergul crypts (see “Trea
sure” below). Replace Grit’s greataxe attack with the
following attack:

Melee Attack—+1 Short Sword: +5 to hit (reach 5 ft.; one
creature). Hit: 6 (1 d6 + 3) slashing damage.

II I ; Door Trap: Ifthe door is opened without first
II [I I disabling the trap, a spring-loaded sledgehammer
‘ t \lt1 swings down from above, slamming into the first
creature through the doorway. The hammer misses

Treasure: Any character that searches the granite
slab and succeeds at a DC 10 Intelligence check sees
scratch marks on the floor that indicate the slab has
been moved away from the wall several times. The
stone slab can be pulled away from the wall with a
successful DC 15 Strength check, revealing a cubby
hole in the floor containing a large sack with 150 cp,
three flawed gems (worth 5 gp each), two black basalt
dice with inlaid gold pips (worth 10 gp each), a horned
leather helm with electrum studs and horn-tips (worth
50 gp), and a thick, dog-eared book that translates
Dwarvish to Elvish (which Grit purloined from the
king’s chamber).

Grit carries a +1 short sword with a handle wrapped
in black leather. Engraved on the hilt in Common is
the name AMBERGUL. He also carries an elven 50fl8
stone with him wherever he goes. It looks like polished
green rock engraved with silhouettes ofdancing elves.
The stone plays music with Elvish lyrics when held,
and it has six different songs “recorded” in it. The stone
plays the songs one after another in random order.
Grit has the lyrics ofall six songs memorized.

30. Rat Haven -

This room is strewn with rubble, and cracks in the Von the mad dwarf(see area 33) can see and hear
walls and ceiling suggest the area is unsafe. A few almost everything that happens in this empty room,
cave rats congregate here, as though conspiring in thanks to a tiny peephole drilled into a secret door (see
the darkness. They watch you ruefully. below).

Any explosion or loud, concussive spell cast in this Iron Safe: Embedded in the back wall of the
room has a 25% chance ofcausing parts ofthe ceil eastern alcove is an iron safe containing a climber’s
ing to collapse. All creatures in the room during such kit, a healer’s kit, three flasks ofalchemist’s fire, a
an event must make a DC 10 Dexterity saving throw. merchant’s scale made ofbronze (worth S gp), and a
Failed Save: 10 (3d6) bludgeoning damage. The col magnifying glass (worth 100 gp).
lapse fills the room with difficult terrain, but after
that, no further collapses occur. See “Iron Safes and Iron Coins” (page 77) for rules
on how to open the safe..
Creatures: There are five cave rats here, minding
their own business. They do not attack unless pro- Secret Door: Set into the north wall is a dcv
yoked (by a ceiling collapse, for instance). If statistics erly hidden secret door (a fine example of dwarven
for the rats become necessary, see page 256. ingenuity and craftsmanship) that would be hard to
spot except that someone has drilled a tiny peephole
31. Buried Secret Door through it at dwarven eye level. A character searching
for secret doors along the north wall can. with a DC
Buried behind loose rocks is a secret door that leads to 13 Intelligence check, spot the peephole; on a result of
the middle level oflronaxe Halls. A single character 20 or higher, the character also sees the outline of the
taking 10 minutes can clear enough rocks to enter or secret door.
leave via this portal.
Peering through the peephole in the secret door
Unless it is contained with the area ofa silence spell, permits a glimpse into Von’s eyeball or, ifhe’s not on
the secret door cannot be opened or closed without the other side ofthe peephole, his laboratory (area 33).
the creature in area 33 hearing it.
To open the secret door, one merely presses on it
32. Peephole and slides it into a narrow cranny to the west.

This unlit, 20-foot-square room has a deep alcove 33. The Mad Dwarf
in its northeastern corner.
An insane dwarfnamed Von lives in this room, which
can only be accessed through secret doors.

Northern Secret Door: This secret door requires
a DC 20 Intelligence check to spot. To open the secret

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door, one merely presses on it and slides it into a used to be the king’s valet and food taster might have
narrow cranny to the west. contributed to his madness.

Southern Secret Door: See area 32 above. Von lets Aldo do most ofthe talking. Ifthe char-
acters seem interested in the contraptions without
Beyond the secret door is a dusty room strung with seeming “too interested,” Von is happy to demonstrate
cobwebs and reeking ofoil, ale, and urine. how they work, but Aldo takes umbrage at the intru
sion and suggests to Von that “They know too much!”
Several stone chairs surround three tables of
white marble, upon which you see three contrap Contraptions: Von’s contraptions are described
tions. One looks like it might be an aichemical below. Each contraption has AC S and 5 hit points,
lab used for brewing ale. Another is some kind and reducing a contraption to 0 hit points renders it
oflightning coil powered by cave rats running in nonfunctional.
a carousel. The flickering lightning appears to
the room’s sole source ofillumination. The final Aichemical Distillery: Von makes a truly vile “turnip
contraption bristles with spring-loaded axes and beer” using an aichemical process he calls “ripen-
hammers. Best guess: It’s some sort ofa vegetable squeezing.” The gases produced by this contraption
chopper and rat-mangler. You see diced carrots and are highly combustible. Any torch, lantern, fire spell
splattered gore everywhere. effect, or lightning spell effect within 5 feet of the
contraption causes it to explode. When it does, all of
Standing between the contraptions, looking the contraptions in the room are destroyed, and all
irate, is a greasy dwarfwearing a stained leather creatures in the room must make a DC 15 Dexterity
apron with a bulging pocket. He clutches a handaxe saving throw. Failed Save: 10 (3d6) fire damage and
in one hand and has a creepy sock puppet on the 4 (1d8) bludgeoning damage and 2 (1d4) lightning
other. The puppet says, “Go. Away.” damage and 4 (1d8) piercing damage and 10 (3d6)
slashing damage. Successful Save: Halfdamage of each
This secret room was originally built as a shelter for type (15 total).
the king in case the complex was overrun.
Lightning-Go-Round: This contraption stands apart
Creature: The mad dwarfis named Von, and he’s from the others and uses a rat-powered merry-go-round

(and three live cave rats) to create arcs of lightning

between a pair ofcopper rods. Any creature touching
the rods or any metal-armored character standing next
. to the table is zapped for 2 (1d4) lightning damage.

Food Wrangler: Axes and hammers slice and crush
bits offood and anything else stuck in this device.
Each time it is used, there is a 50% chance that it jams

LEVEL (AREAS I 6-3 8)

and starts making loud clanking noises like it might Sarcophagi: The painted frescoes on the sides of
explode. However, it never does; itjust shuts down each sarcophagus illustrate the trials and tribulations
until Von spends 1 hour repairing it. ofthe tomb’s occupant—a chronicle ofone dwarf’s life.
The top edges ofthe sarcophagus have stone ball bear-
Treasure: Von has sewn a hidden pocket inside ings, allowing the immense lid to be rolled aside with
his sock puppet. The pocket, which is clearly visible if surprising ease.
“Aldo” is turned inside out, contains one iron coin (see
“Iron Safes and Iron Coins on page 77). The inside of each sarcophagus is much larger than
it needs to be to house the bones ofa dwarf. That’s
Development because the interior is divided into several stone com
partments, the largest being an elongated octagonal
Ifthe characters accuse Von ofkilling Larloss (see area cavity in the middle containing the dwarf’s remains.
22), Aldo replies, “You can’t prove anything!” If they Around this central cavity are numerous smaller
claim to have an eyewitness, Aldo says to Von, “Don’t niches containing 6-inch-tall granite, marble, and iron
let ‘em take us alive!” On his next action, Von pulls a statuettes ofthe dwarf’s family and friends—a symbol
flask ofalchemist’s fire out ofthe “bulging pocket” of that no dwarfdies alone or forgotten. Each sarcopha
his apron and hurls it at the alchemical distillery. gus contains 75 ofthese smaller compartments, each
containing a single statuette.
Ifthe characters attack Von or threaten physical
violence, the dwarftries to escape through the nearest 35a. Tomb of Gorn the Bright
secret door and then hurls the flask at the distillery,
hoping to escape the explosion. This sarcophagus holds the remains ofKing Korin’s
priest, friend, and advisor, Gorn the Bright, who was
34. Weak Ceiling cut down by orcs in 1357 DR while helping to reclaim
Mount Illefarn for the Ironaxe clan.
Several granite beams help to support the ceiling of
this room, which appears on the verge of collapse. Creatures: As soon as someone opens Gorn’s sar
An ascending staircase in the east wall is choked cophagus, three hungry xorns (see page 265) emerge
with rubble and impassable. through the nearby walls (using their Earth Glide
trait). They are after the tasty quartz in Gorn’s sar
Any explosion or loud, concussive spell cast in this cophagus (see “Treasure” below) and attack anything
room has a 75% chance ofcausing large chunks of the that gets in their way. Iftwo ofthe xorns are killed, the
ceiling to collapse. All creatures in the room during third flees by “gliding” through the nearest wall.
such an event must make a DC 10 Dexterity saving
throw. Failed Save: 21 (6d6) bludgeoning damage. Treasure: Gorn’s skeleton is clad in tattered chain
mail, his bony fingers wrapped tightly around an
A ceiling collapse fills the room with difficult ter iron staffadorned with arcane sigils but completely
rain, but after that, the chance offurther collapse drained ofits magic. Neither his armor nor his weapon
drops to 25%, and damage from a lesser collapse is is magical, characters searching the bones find a gold
only 10 (3d6) bludgeoning damage on a failed save. holy symbol ofMoradin worth 500 gp. The dwarf’s
remains rest atop a bed of 1,000 quartz dodecahe
The staircase used to lead up to a part ofthe dun- drons (worth 1 gp each) that glitter like diamonds.
geon that collapsed long ago.
35b. Tomb of Baldour the
35. Ironaxe Tombs
Architect
The most honored members ofthe Ironaxe clan are
entombed here. This sarcophagus holds the remains ofa dwarf named
Baldour, a master engineer whom King Korin commis
You come to a dark stretch ofcorridor with five sioned to expand the tunnels under Mount Illefarn.
open archways spaced evenly along the north wall. Baldour’s plan ultimately proved too ambitious and
Beyond these arches lie dusty dwarven tombs. costly, but Korin admired the dwarf’s vision and
became good friends with the architect, who was
Each crypt contains a single granite sarcophagus never afraid to speak his mind. Baldour was killed in a
nearly 10 feet long, its sides adorned with painted dungeon collapse and his body was never recovered, so
frescoes. Ofthe five sarcophagi, only the middle Korin had a skeleton ofBaldour fashioned out of gold.
one appears to be opened, its lid off-kilter. The (No one said the mad king spent his coin wisely.)
others are closed up tight.
Treasure: In the absence ofBaldour’s earthly
Inscribed on the lid ofeach sarcophagus (in Dwarvish) remains, his sarcophagus contains a dwarf skeleton
is the name ofthe dwarfentombed within; see areas made ofsculpted gold (worth 2,500 gp). The skeleton
35a-e for details. can be taken apart for easy transport.

MIDDLE LEVEL (AREAS 1 6-38) 97

I

35c. Tomb of Derwin the Drinker 35e. Tomb of Skaizar the Hungry

This open sarcophagus holds the remains of King This sarcophagus holds the remains ofSkalzar the
Korin’s younger brother, Derwin. Characters who Hungry, the fattest and most bloodthirsty dwarf ever
study the painted frescoes on the sides of Derwin’s to stand by King Korin’s side in battle.
sarcophagus find one panel that shows Derwin stand-
ing atop a large anvil (the altar oflmix) being hauled The main cavity ofthe sarcophagus contains a
by dwarven priests ofMoradin. Derwin clutches an full suit ofplate mail and a warhammer resting atop
iron hammer in the scene. Other panels show Derwin a bed ofshattered orc skulls. The armor looks like it
standing with his brother against hordes oforcs and was made for an enormously fat dwarf, and the suit
drinking copious amounts ofale. The final panel animates as soon as the sarcophagus is opened (see
shows Derwin sleeping peacefully on a golden bier, “Creatures” below). There is no treasure in this tomb.
suggesting he died not in battle but ofnatural causes.
Creatures: Opening this sarcophagus causes the
Treasure: Nothing ofvalue is buried amid Der animated suit ofarmor (see page 218 for statistics) to
win’s bones and dust, but a deep indentation in the rise and swing its warhammer with the intention of
dust suggests the dwarfwas buried with his hammer, slaying all who would defile Skalzar’s tomb. It fights
now curiously absent. One ofthe small niches that until destroyed or until the tomb robbers are dead.
surround the main burial cavity contains a 6-inch-tall Through gaps in the armor shell, characters can see
gold statuette ofKing Korin Ironaxe wearing a plati what look like bats dangling within.
num crown studded with tiny gems (worth 2,000 gp),
but tomb robbers beware! The statuette is trapped. When the armor is reduced to 9 hit points or fewer,
2d6 zombified stirges erupt from a hatch in the belly
Looped around the base ofthe statuette is a wire ofthe armor and flutter around like hungry bats. They
that requires a DC 15 Wisdom check to spot. Unless have statistics identical to normal stirges (see page
the wire is cut or otherwise disabled with a DC 13 259) but roll a d6 instead ofa d20 for initiative. They
Dexterity check, a cloud ofpoisonous gas erupts from attack the nearest living creatures. (Skalzar was eccen
the sarcophagus when the statuette is removed. The tric and made several odd requests on his deathbed,
trap also triggers ifthe Dexterity check fails by S or among them the placement ofstirges in his belly to
more. Once the gas is released, all creatures in the guard his remains. King Korin spared no expense to
20-foot-square crypt must make a DC 14 Constitution honor his requests.)
saving throw. Failed Save: 24 (7d6) poison damage.
36. Goblin Smasher
\ 35d. Tomb of Daernora the Crafty
The marble door at the end ofthis hall is oversized (9
k:\ This sarcophagus holds the remains ofthe illustrious feet tall and S feet wide), as though made to accommo
\‘\k:\ dwarfnamed Daernora Marblemane, who came to date Large creatures. It has heavy iron hinges on the
Mount Illefarn in 1361 DR to persuade King Korin left side and an iron pull ring on the right.
\im and his dwarves to leave andjoin their fellow dwarves
I I Iii in the outside world. Korin wound up convincing Dae Door Trap: The door is false, and hidden behind it
I [I 11 rnora to stay. During her stay, she invented the iron are the mechanisms that operate the trap.
\\\i1 safes (see page 77) and the “goblin smasher” trap in
area 36. These accomplishments are documented in A character that searches the door for traps and suc
the painted frescoes that adorn the sides of Daernora’s ceeds at a DC 15 Intelligence realizes the door’s iron
sarcophagus, as is the dwarf’s friendship with the king. hinges are fake, while a result of2O or higher is enough
to notice well-hidden hinges along the door’s base.
Treasure: A taxidermist prepared Daernora’s corpse,
which in death looks remarkably lifelike. The female Tugging on the pull-ring causes the door to slam
dwarfwears a black-gold death mask adorned with a down against the floor with alarming speed and force,
short, trimmed beard made ofplatinum wire (worth flattening creatures in front ofit. One second later, the
1,750 gp). Her body is stuffed with straw, making it sur door returns to its original closed position. A charac
prisinglylight, and clad in dusty black robes. Around ter standing to either side ofthe door can’t be hit and
Daernora are six marblejars containing the wizard’s des- can, with a successful DC 14 Dexterity check, jam
iccated internal organs, which radiate faint necromantic a sturdy object into the trap mechanisms before the
auras under scrutiny ofa detect maBic spell. Any creature door retracts, preventing the door from retracting. A
that devours the contents ofajar (which takes 1 minute) character who can reach the trap mechanisms can
gainsthe permanently disable the door trap with a DC 19 Dex
terity check.
corpse is a carved
walking stick made from a dragon’s wing bone and Creatures in front ofthe door when it slams down
capped by a chunk ofamber with a tiny purple worm- must make a DC 16 Dexterity saving throw. Failed
ling trapped inside it (worth 500 gp). Save: 22 (4d10) bludgeoning damage, and the creature
is knocked prone. Successful Save: The creature moves
out ofthe way, taking no damage.

9

37. Water Supply for guidelines on how to portray the dwarf. Statistics
for the shield dwarfappear on page 230.
This side chamber contains a pair ofstone tables
covered with copper mugs that have names Treasure: There are 75 copper mugs on the tables,
stamped into them. Protruding from the ceiling each one stamped with the name ofits original owner
in the western portion ofthe room are six copper
pipes with water dripping from three of them. (in Dwarvish). Many current members ofthe Ironaxe
Underneath these pipes, catching the droplets, are
six stone drums surrounded by a carpet of green- clan don’t have their names on mugs; instead, they
ish mold. Behind the drums, bolted to the wall, is a use mugs that once belonged to former (and currently
rusted iron crank-wheel. deceased) members ofthe clan. Each mug is worth 1 gp.

This room was connected to an underground system 38. Ubervault
ofaqueducts that channeled rainwater coming offthe
mountain. The water would work its way down to this This large, torchlit room contains no furnishings
room and fill the stone drums on the floor. The iron but has a 20-foot-diameter circle ofrunes carved in
wheel mounted to the west wall controlled the flow of the middle ofthe floor. The corners contain large
water by opening and closing valves hidden in the ceil piles ofrubble that look like the remains of pulver
ing. Unfortunately, earthquakes destroyed the aqueduct ized stone furniture. A dusty staircase leads up
system years ago, and none ofthe dwarves have the toward the east.
know-how or the gumption to repair it. Even with the
valves wide open, there is precious little water. Three of Set into the north wall are four iron safes,
the pipes are bone dry, and groundwater seeping into arranged side-by-side.
the others fills the three southernmost drums at a rate
ofone gallon every 24 hours. The 3-foot-tall drums are The piles ofrubble in the corners are exactly what they I
capable ofholding 20 gallons each. appear to be . . . until someone tries to break into one
or more ofthe safes without using iron coins.
The green mold that grows around the drums is
perfectly natural and harmless. Creatures: Ifone or more ofthe iron safes are
opened improperly (that is, without using iron coins),
Creature: Roll a d6. On a roll of 6, there’s one adult the piles ofrubble in the corners rise as four earth
shield dwarfhere, drinking water from a mug. See the elementals (see page 231 for statistics) bound to this
“Roleplaying the Ironaxe Dwarves” sidebar (page 77) room by ancient dwarven magic. Originally, the
elementals were confined to the room, but the Red Wiz
ards disrupted the dwarves’ magic when they inscribed
the circle on the floor. Now, the elementals are free to

MIDDLELEVEL (AREAS 16-38) 99
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